RIVE ¡¢£¤¥¦¬­®¯±³´·¸¼¾¿ÀÄÅÆËÔàáìóŒ�’—˜™œ�žŸ¤¨¼½¾¿ÂÃÄÊËÌÏÐÑÒÓîïòø†¾îòóüýþ€�‚ƒ„…†šª«­±¶¿ÇÊËÌÑÔÕÖÜßàåæçèéêëìíîïðñò÷øü€…‡ŠŒ��”–—˜¥«­´ÃËÌÍÎÏíü‡ˆ‰Ðì�¸½Ôöþ�‘ª¿¨ € @†Š ª*ª*‚ªª*\¨ �Šª€*‚jÔÊËholojÔÁôBTSR PPK›I ä$K/%2%1c%¤ =KR=  _UKªU JVÿ" IyK$vs_holofs_holovs_holovs_holofs_holofs_holo%struct U { tint: vec4, p: vec4, } struct VO { @builtin(position) pos: vec4, @location(0) uv: vec2, @location(1) face: f32, } @group(0) @binding(0) var u: U; @group(0) @binding(1) var tex: texture_2d; @group(0) @binding(2) var samp: sampler; fn lum(c: vec3) -> f32 { return max(c.x, max(c.y, c.z)); } fn emit(uv: vec2) -> vec4 { let c_1 = textureSampleLevel(tex, samp, uv, 0f); let _e6 = lum(c_1.xyz); let a = max(_e6, (c_1.w * 0.62f)); return vec4(c_1.xyz, a); } @vertex fn vs_holo(@location(0) clip: vec4, @location(1) uvf: vec3) -> VO { var o: VO; o.pos = clip; o.uv = uvf.xy; o.face = uvf.z; let _e8 = o; return _e8; } @fragment fn fs_holo(i: VO) -> @location(0) vec4 { var acc: f32 = 0f; var k: i32 = 0i; var halo: f32 = 0f; var k_1: i32 = 0i; let t = u.p.x; let _e7 = u.tint; let tint = _e7.xyz; let op = u.tint.w; let flick = (0.95f + ((0.05f * sin((t * 31f))) * sin((t * 7f)))); if (i.face < -1.5f) { let along = i.uv.x; let side = (1f - (abs((i.uv.y - 0.5f)) * 2f)); let streak = (0.6f + (0.4f * sin((((along * 24f) - (t * 10f)) + (i.uv.y * 9f))))); let a_1 = ((((pow(along, 1.3f) * pow(max(side, 0f), 0.6f)) * 0.34f) * streak) * flick); return (vec4(((tint * a_1) * 1.4f), (a_1 * 0.4f)) * op); } if (i.face < -0.5f) { loop { let _e79 = k; if (_e79 < 8i) { } else { break; } { let _e82 = k; let an = (f32(_e82) * 0.785398f); let _e86 = acc; let _e96 = textureSampleLevel(tex, samp, (i.uv + (vec2(cos(an), sin(an)) * 0.012f)), 0f); let _e98 = lum(_e96.xyz); acc = (_e86 + _e98); } continuing { let _e101 = k; k = (_e101 + 1i); } } let _e103 = acc; acc = (_e103 / 8f); let _e106 = acc; let a_2 = ((_e106 * 0.26f) * flick); return (vec4(((tint * a_2) * 1.3f), (a_2 * 0.35f)) * op); } let ca = (0.0004f + (0.0012f * (1f - i.face))); let _e125 = emit(i.uv); let _e130 = emit((i.uv + vec2(ca, 0f))); let _e135 = emit((i.uv - vec2(ca, 0f))); let col = vec4(_e130.x, _e125.y, _e135.z, max(_e125.w, (max(_e130.w, _e135.w) * 0.85f))); loop { let _e152 = k_1; if (_e152 < 8i) { } else { break; } { let _e155 = k_1; let an_1 = ((f32(_e155) * 0.785398f) + 0.39f); let _e161 = halo; let _e173 = textureSampleLevel(tex, samp, (i.uv + (vec2(cos(an_1), (sin(an_1) * 1.8f)) * 0.006f)), 0f); let _e175 = lum(_e173.xyz); halo = (_e161 + _e175); } continuing { let _e178 = k_1; k_1 = (_e178 + 1i); } } let _e180 = halo; halo = (_e180 / 8f); let ex = (smoothstep(0f, 0.035f, i.uv.x) * smoothstep(1f, 0.965f, i.uv.x)); let ey = (smoothstep(0f, 0.06f, i.uv.y) * smoothstep(1f, 0.94f, i.uv.y)); let edge = (ex * ey); let _e211 = u.p.y; let sy = (i.pos.y / max(_e211, 1f)); let scan = (0.92f + (0.08f * sin(((sy * 2.2f) + (t * 9f))))); let roll = (1f + (0.12f * smoothstep(0.06f, 0f, abs((fract(((i.uv.y * 0.6f) - (t * 0.35f))) - 0.5f))))); let fres = (1f + (0.25f * pow((1f - clamp(i.face, 0f, 1f)), 1.4f))); let sw = ((fract((t * 0.23f)) * 2.6f) - 0.8f); let sheen = (1f + (0.18f * smoothstep(0.08f, 0f, abs(((i.uv.x + (i.uv.y * 0.35f)) - sw))))); let _e285 = u.p.z; let k_2 = (((((scan * roll) * fres) * sheen) * flick) * (1f + (_e285 * 0.12f))); let _e296 = halo; let a_3 = ((clamp(((col.w * mix(1f, scan, 0.5f)) + (_e296 * 0.1f)), 0f, 1f) * 0.9f) * edge); let _e308 = halo; let rgb = min((((col.xyz * k_2) + ((tint * _e308) * 0.2f)) * edge), vec3((a_3 + 0.12f))); return (vec4(rgb, a_3) * op); }   —-ë2<‹vs_holomainú#version 300 es precision highp float; precision highp int; struct U { vec4 tint; vec4 p; }; struct VO { vec4 pos; vec2 uv; float face; }; layout(location = 0) in vec4 _p2vs_location0; layout(location = 1) in vec3 _p2vs_location1; smooth out vec2 _vs2fs_location0; smooth out float _vs2fs_location1; float lum(vec3 c) { return max(c.x, max(c.y, c.z)); } void main() { vec4 clip = _p2vs_location0; vec3 uvf = _p2vs_location1; VO o = VO(vec4(0.0), vec2(0.0), 0.0); o.pos = clip; o.uv = uvf.xy; o.face = uvf.z; VO _e8 = o; gl_Position = _e8.pos; _vs2fs_location0 = _e8.uv; _vs2fs_location1 = _e8.face; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; } fs_holomain&#version 300 es precision highp float; precision highp int; struct U { vec4 tint; vec4 p; }; struct VO { vec4 pos; vec2 uv; float face; }; layout(std140) uniform U_block_0Fragment { U _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; smooth in vec2 _vs2fs_location0; smooth in float _vs2fs_location1; layout(location = 0) out vec4 _fs2p_location0; float lum(vec3 c) { return max(c.x, max(c.y, c.z)); } vec4 emit(vec2 uv) { vec4 c_1 = textureLod(_group_0_binding_1_fs, vec2(uv), 0.0); float _e6 = lum(c_1.xyz); float a = max(_e6, (c_1.w * 0.62)); return vec4(c_1.xyz, a); } void main() { VO i = VO(gl_FragCoord, _vs2fs_location0, _vs2fs_location1); float acc = 0.0; int k = 0; float halo = 0.0; int k_1 = 0; float t = _group_0_binding_0_fs.p.x; vec4 _e7 = _group_0_binding_0_fs.tint; vec3 tint = _e7.xyz; float op = _group_0_binding_0_fs.tint.w; float flick = (0.95 + ((0.05 * sin((t * 31.0))) * sin((t * 7.0)))); if ((i.face < -1.5)) { float along = i.uv.x; float side = (1.0 - (abs((i.uv.y - 0.5)) * 2.0)); float streak = (0.6 + (0.4 * sin((((along * 24.0) - (t * 10.0)) + (i.uv.y * 9.0))))); float a_1 = ((((pow(along, 1.3) * pow(max(side, 0.0), 0.6)) * 0.34) * streak) * flick); _fs2p_location0 = (vec4(((tint * a_1) * 1.4), (a_1 * 0.4)) * op); return; } if ((i.face < -0.5)) { bool loop_init = true; while(true) { if (!loop_init) { int _e101 = k; k = (_e101 + 1); } loop_init = false; int _e79 = k; if ((_e79 < 8)) { } else { break; } { int _e82 = k; float an = (float(_e82) * 0.785398); float _e86 = acc; vec4 _e96 = textureLod(_group_0_binding_1_fs, vec2((i.uv + (vec2(cos(an), sin(an)) * 0.012))), 0.0); float _e98 = lum(_e96.xyz); acc = (_e86 + _e98); } } float _e103 = acc; acc = (_e103 / 8.0); float _e106 = acc; float a_2 = ((_e106 * 0.26) * flick); _fs2p_location0 = (vec4(((tint * a_2) * 1.3), (a_2 * 0.35)) * op); return; } float ca = (0.0004 + (0.0012 * (1.0 - i.face))); vec4 _e125 = emit(i.uv); vec4 _e130 = emit((i.uv + vec2(ca, 0.0))); vec4 _e135 = emit((i.uv - vec2(ca, 0.0))); vec4 col = vec4(_e130.x, _e125.y, _e135.z, max(_e125.w, (max(_e130.w, _e135.w) * 0.85))); bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e178 = k_1; k_1 = (_e178 + 1); } loop_init_1 = false; int _e152 = k_1; if ((_e152 < 8)) { } else { break; } { int _e155 = k_1; float an_1 = ((float(_e155) * 0.785398) + 0.39); float _e161 = halo; vec4 _e173 = textureLod(_group_0_binding_1_fs, vec2((i.uv + (vec2(cos(an_1), (sin(an_1) * 1.8)) * 0.006))), 0.0); float _e175 = lum(_e173.xyz); halo = (_e161 + _e175); } } float _e180 = halo; halo = (_e180 / 8.0); float ex = (smoothstep(0.0, 0.035, i.uv.x) * smoothstep(1.0, 0.965, i.uv.x)); float ey = (smoothstep(0.0, 0.06, i.uv.y) * smoothstep(1.0, 0.94, i.uv.y)); float edge = (ex * ey); float _e211 = _group_0_binding_0_fs.p.y; float sy = (i.pos.y / max(_e211, 1.0)); float scan = (0.92 + (0.08 * sin(((sy * 2.2) + (t * 9.0))))); float roll = (1.0 + (0.12 * smoothstep(0.06, 0.0, abs((fract(((i.uv.y * 0.6) - (t * 0.35))) - 0.5))))); float fres = (1.0 + (0.25 * pow((1.0 - clamp(i.face, 0.0, 1.0)), 1.4))); float sw = ((fract((t * 0.23)) * 2.6) - 0.8); float sheen = (1.0 + (0.18 * smoothstep(0.08, 0.0, abs(((i.uv.x + (i.uv.y * 0.35)) - sw))))); float _e285 = _group_0_binding_0_fs.p.z; float k_2 = (((((scan * roll) * fres) * sheen) * flick) * (1.0 + (_e285 * 0.12))); float _e296 = halo; float a_3 = ((clamp(((col.w * mix(1.0, scan, 0.5)) + (_e296 * 0.1)), 0.0, 1.0) * 0.9) * edge); float _e308 = halo; vec3 rgb = min((((col.xyz * k_2) + ((tint * _e308) * 0.2)) * edge), vec3((a_3 + 0.12))); _fs2p_location0 = (vec4(rgb, a_3) * op); return; }   *W.ùN“fU_block_0Fragment_group_0_binding_1_fsvs_holovs_holofs_holofs_holoy// language: metal2.2 #include #include using metal::uint; struct U { metal::float4 tint; metal::float4 p; }; struct VO { metal::float4 pos; metal::float2 uv; float face; char _pad3[4]; }; float lum( metal::float3 c ) { return metal::max(c.x, metal::max(c.y, c.z)); } metal::float4 emit( metal::float2 uv, metal::texture2d tex, metal::sampler samp ) { metal::float4 c_1 = tex.sample(samp, uv, metal::level(0.0)); float _e6 = lum(c_1.xyz); float a = metal::max(_e6, c_1.w * 0.62); return metal::float4(c_1.xyz, a); } struct vs_holoInput { metal::float4 clip [[attribute(0)]]; metal::float3 uvf [[attribute(1)]]; }; struct vs_holoOutput { metal::float4 pos [[position]]; metal::float2 uv [[user(loc0), center_perspective]]; float face [[user(loc1), center_perspective]]; }; vertex vs_holoOutput vs_holo( vs_holoInput varyings [[stage_in]] ) { const auto clip = varyings.clip; const auto uvf = varyings.uvf; VO o = {}; o.pos = clip; o.uv = uvf.xy; o.face = uvf.z; VO _e8 = o; const auto _tmp = _e8; return vs_holoOutput { _tmp.pos, _tmp.uv, _tmp.face }; } struct fs_holoInput { metal::float2 uv_1 [[user(loc0), center_perspective]]; float face [[user(loc1), center_perspective]]; }; struct fs_holoOutput { metal::float4 member_1 [[color(0)]]; }; fragment fs_holoOutput fs_holo( fs_holoInput varyings_1 [[stage_in]] , metal::float4 pos [[position]] , constant U& u [[buffer(0)]] , metal::texture2d tex [[texture(0)]] , metal::sampler samp [[sampler(0)]] ) { const VO i = { pos, varyings_1.uv_1, varyings_1.face }; float acc = 0.0; int k = 0; float halo = 0.0; int k_1 = 0; float t = u.p.x; metal::float4 _e7 = u.tint; metal::float3 tint = _e7.xyz; float op = u.tint.w; float flick = 0.95 + ((0.05 * metal::sin(t * 31.0)) * metal::sin(t * 7.0)); if (i.face < -1.5) { float along = i.uv.x; float side = 1.0 - (metal::abs(i.uv.y - 0.5) * 2.0); float streak = 0.6 + (0.4 * metal::sin(((along * 24.0) - (t * 10.0)) + (i.uv.y * 9.0))); float a_1 = (((metal::pow(along, 1.3) * metal::pow(metal::max(side, 0.0), 0.6)) * 0.34) * streak) * flick; return fs_holoOutput { metal::float4((tint * a_1) * 1.4, a_1 * 0.4) * op }; } if (i.face < -0.5) { uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e101 = k; k = as_type(as_type(_e101) + as_type(1)); } loop_init = false; int _e79 = k; if (_e79 < 8) { } else { break; } { int _e82 = k; float an = static_cast(_e82) * 0.785398; float _e86 = acc; metal::float4 _e96 = tex.sample(samp, i.uv + (metal::float2(metal::cos(an), metal::sin(an)) * 0.012), metal::level(0.0)); float _e98 = lum(_e96.xyz); acc = _e86 + _e98; } } float _e103 = acc; acc = _e103 / 8.0; float _e106 = acc; float a_2 = (_e106 * 0.26) * flick; return fs_holoOutput { metal::float4((tint * a_2) * 1.3, a_2 * 0.35) * op }; } float ca = 0.0004 + (0.0012 * (1.0 - i.face)); metal::float4 _e125 = emit(i.uv, tex, samp); metal::float4 _e130 = emit(i.uv + metal::float2(ca, 0.0), tex, samp); metal::float4 _e135 = emit(i.uv - metal::float2(ca, 0.0), tex, samp); metal::float4 col = metal::float4(_e130.x, _e125.y, _e135.z, metal::max(_e125.w, metal::max(_e130.w, _e135.w) * 0.85)); uint2 loop_bound_1 = uint2(4294967295u); bool loop_init_1 = true; while(true) { if (metal::all(loop_bound_1 == uint2(0u))) { break; } loop_bound_1 -= uint2(loop_bound_1.y == 0u, 1u); if (!loop_init_1) { int _e178 = k_1; k_1 = as_type(as_type(_e178) + as_type(1)); } loop_init_1 = false; int _e152 = k_1; if (_e152 < 8) { } else { break; } { int _e155 = k_1; float an_1 = (static_cast(_e155) * 0.785398) + 0.39; float _e161 = halo; metal::float4 _e173 = tex.sample(samp, i.uv + (metal::float2(metal::cos(an_1), metal::sin(an_1) * 1.8) * 0.006), metal::level(0.0)); float _e175 = lum(_e173.xyz); halo = _e161 + _e175; } } float _e180 = halo; halo = _e180 / 8.0; float ex = metal::smoothstep(0.0, 0.035, i.uv.x) * metal::smoothstep(1.0, 0.965, i.uv.x); float ey = metal::smoothstep(0.0, 0.06, i.uv.y) * metal::smoothstep(1.0, 0.94, i.uv.y); float edge = ex * ey; float _e211 = u.p.y; float sy = i.pos.y / metal::max(_e211, 1.0); float scan = 0.92 + (0.08 * metal::sin((sy * 2.2) + (t * 9.0))); float roll = 1.0 + (0.12 * metal::smoothstep(0.06, 0.0, metal::abs(metal::fract((i.uv.y * 0.6) - (t * 0.35)) - 0.5))); float fres = 1.0 + (0.25 * metal::pow(1.0 - metal::clamp(i.face, 0.0, 1.0), 1.4)); float sw = (metal::fract(t * 0.23) * 2.6) - 0.8; float sheen = 1.0 + (0.18 * metal::smoothstep(0.08, 0.0, metal::abs((i.uv.x + (i.uv.y * 0.35)) - sw))); float _e285 = u.p.z; float k_2 = ((((scan * roll) * fres) * sheen) * flick) * (1.0 + (_e285 * 0.12)); float _e296 = halo; float a_3 = (metal::clamp((col.w * metal::mix(1.0, scan, 0.5)) + (_e296 * 0.1), 0.0, 1.0) * 0.9) * edge; float _e308 = halo; metal::float3 rgb = metal::min(((col.xyz * k_2) + ((tint * _e308) * 0.2)) * edge, metal::float3(a_3 + 0.12)); return fs_holoOutput { metal::float4(rgb, a_3) * op }; }   *W.ùN“fvs_holomain¿struct U { float4 tint; float4 p; }; struct VO { float4 pos; float2 uv; float face; }; static const VO _39 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f), 0.0f }; static float4 gl_Position; static float4 clip; static float3 uvf; static float2 uv; static float face; struct SPIRV_Cross_Input { float4 clip : TEXCOORD0; float3 uvf : TEXCOORD1; }; struct SPIRV_Cross_Output { float2 uv : TEXCOORD0; float face : TEXCOORD1; float4 gl_Position : SV_Position; }; void vert_main() { VO o = _39; o.pos = clip; o.uv = uvf.xy; o.face = uvf.z; gl_Position = o.pos; uv = o.uv; face = o.face; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { clip = stage_input.clip; uvf = stage_input.uvf; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; stage_output.face = face; return stage_output; } fs_holomain%struct U { float4 tint; float4 p; }; struct VO { float4 pos; float2 uv; float face; }; cbuffer u : register(b0) { U u_1_m0 : packoffset(c0); }; Texture2D tex : register(t0); SamplerState samp : register(s0); static float4 gl_FragCoord; static float2 uv; static float face; static float4 _59; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float face : TEXCOORD1; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _59 : SV_Target0; }; float lum(float3 c) { return max(c.x, max(c.y, c.z)); } float4 emit(float2 uv_1) { float4 _40 = tex.SampleLevel(samp, uv_1, 0.0f); return float4(_40.xyz, max(lum(_40.xyz), _40.w * 0.62000000476837158203125f)); } void frag_main() { int k = 0; int k_1 = 0; float acc = 0.0f; float halo = 0.0f; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); VO _49 = { gl_FragCoord, uv, face }; float _140 = 0.949999988079071044921875f + ((0.0500000007450580596923828125f * sin(u_1_m0.p.x * 31.0f)) * sin(u_1_m0.p.x * 7.0f)); if (_49.face < (-1.5f)) { float _170 = (((pow(_49.uv.x, 1.2999999523162841796875f) * pow(max(1.0f - (abs(_49.uv.y - 0.5f) * 2.0f), 0.0f), 0.60000002384185791015625f)) * 0.3400000035762786865234375f) * (0.60000002384185791015625f + (0.4000000059604644775390625f * sin(((_49.uv.x * 24.0f) - (u_1_m0.p.x * 10.0f)) + (_49.uv.y * 9.0f))))) * _140; _59 = float4((u_1_m0.tint.xyz * _170) * 1.39999997615814208984375f, _170 * 0.4000000059604644775390625f) * u_1_m0.tint.w; return; } if (_49.face < (-0.5f)) { for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 8)) { break; } float _209 = float(k) * 0.785398006439208984375f; acc += lum(tex.SampleLevel(samp, _49.uv + (float2(cos(_209), sin(_209)) * 0.01200000010430812835693359375f), 0.0f).xyz); k++; continue; } acc /= 8.0f; float _228 = (acc * 0.2599999904632568359375f) * _140; _59 = float4((u_1_m0.tint.xyz * _228) * 1.2999999523162841796875f, _228 * 0.3499999940395355224609375f) * u_1_m0.tint.w; return; } float _237 = 0.00039999998989515006542205810546875f + (0.00120000005699694156646728515625f * (1.0f - _49.face)); float4 _239 = emit(_49.uv); float4 _243 = emit(_49.uv + float2(_237, 0.0f)); float4 _247 = emit(_49.uv - float2(_237, 0.0f)); float4 _257 = float4(_243.x, _239.y, _247.z, max(_239.w, max(_243.w, _247.w) * 0.85000002384185791015625f)); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(k_1 < 8)) { break; } float _282 = (float(k_1) * 0.785398006439208984375f) + 0.38999998569488525390625f; halo += lum(tex.SampleLevel(samp, _49.uv + (float2(cos(_282), sin(_282) * 1.7999999523162841796875f) * 0.006000000052154064178466796875f), 0.0f).xyz); k_1++; continue; } halo /= 8.0f; float _314 = (smoothstep(0.0f, 0.0350000001490116119384765625f, _49.uv.x) * smoothstep(1.0f, 0.964999973773956298828125f, _49.uv.x)) * (smoothstep(0.0f, 0.0599999986588954925537109375f, _49.uv.y) * smoothstep(1.0f, 0.939999997615814208984375f, _49.uv.y)); float _326 = 0.920000016689300537109375f + (0.07999999821186065673828125f * sin(((_49.pos.y / max(u_1_m0.p.y, 1.0f)) * 2.2000000476837158203125f) + (u_1_m0.p.x * 9.0f))); float _377 = (clamp((_257.w * lerp(1.0f, _326, 0.5f)) + (halo * 0.100000001490116119384765625f), 0.0f, 1.0f) * 0.89999997615814208984375f) * _314; float _385 = _377 + 0.119999997317790985107421875f; _59 = float4(min(((_257.xyz * (((((_326 * (1.0f + (0.119999997317790985107421875f * smoothstep(0.0599999986588954925537109375f, 0.0f, abs(frac((_49.uv.y * 0.60000002384185791015625f) - (u_1_m0.p.x * 0.3499999940395355224609375f)) - 0.5f))))) * (1.0f + (0.25f * pow(1.0f - clamp(_49.face, 0.0f, 1.0f), 1.39999997615814208984375f)))) * (1.0f + (0.180000007152557373046875f * smoothstep(0.07999999821186065673828125f, 0.0f, abs((_49.uv.x + (_49.uv.y * 0.3499999940395355224609375f)) - ((frac(u_1_m0.p.x * 0.23000000417232513427734375f) * 2.599999904632568359375f) - 0.800000011920928955078125f)))))) * _140) * (1.0f + (u_1_m0.p.z * 0.119999997317790985107421875f)))) + ((u_1_m0.tint.xyz * halo) * 0.20000000298023223876953125f)) * _314, float3(_385, _385, _385)), _377) * u_1_m0.tint.w; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; face = stage_input.face; frag_main(); SPIRV_Cross_Output stage_output; stage_output._59 = _59; return stage_output; }   *W.ùN“fHSLTU tintÿÿÿÿpÿÿÿÿu_block utexÿÿÿÿsampÿÿÿÿvs_holovs_holofs_holofs_holoÔ"#¤ GLSL.std.450 =vs_holo1479; afs_holoXZ]`aH#H#H #H #H #G "G !G H #G"G!G"G!G1G4G7 G9G;GX GZG]G`        ;  ; ;! ! +#+$R¸?& 2;21 5 ;54 8;87 :;:9 <;<;!> @ . 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@group(0) @binding(1) var tA: texture_2d; @group(0) @binding(2) var tB: texture_2d; @group(0) @binding(3) var tC: texture_2d; @group(0) @binding(4) var samp: sampler; @group(0) @binding(5) var tS: texture_2d; @group(0) @binding(6) var tCast: texture_2d; @group(0) @binding(7) var tCastD: texture_2d; @group(1) @binding(0) var tAux: texture_2d; fn luma(c_2: vec3) -> f32 { return dot(c_2, vec3(0.2126f, 0.7152f, 0.0722f)); } fn mk3_(s: vec4) -> vec3 { let _e10 = p_1.c.x; return select(vec3(s.x, s.y, s.w), vec3(s.w), (_e10 > 0.5f)); } fn aces(x: vec3) -> vec3 { return clamp(((x * ((2.51f * x) + vec3(0.03f))) / ((x * ((2.43f * x) + vec3(0.59f))) + vec3(0.14f))), vec3(0f), vec3(1f)); } fn lumT(c_3: vec3) -> f32 { let l = dot(c_3, vec3(0.299f, 0.587f, 0.114f)); return (l / (1f + l)); } fn fxaa(uv_1: vec2, px: vec2) -> vec3 { var dir: vec2; var local_1: bool; let _e5 = textureSampleLevel(tA, samp, uv_1, 0f); let cM = _e5.xyz; let _e16 = textureSampleLevel(tA, samp, (uv_1 + vec2(-(px.x), -(px.y))), 0f); let _e18 = lumT(_e16.xyz); let _e27 = textureSampleLevel(tA, samp, (uv_1 + vec2(px.x, -(px.y))), 0f); let _e29 = lumT(_e27.xyz); let _e38 = textureSampleLevel(tA, samp, (uv_1 + vec2(-(px.x), px.y)), 0f); let _e40 = lumT(_e38.xyz); let _e48 = textureSampleLevel(tA, samp, (uv_1 + vec2(px.x, px.y)), 0f); let _e50 = lumT(_e48.xyz); let _e51 = lumT(cM); let lMin = min(_e51, min(min(_e18, _e29), min(_e40, _e50))); let lMax = max(_e51, max(max(_e18, _e29), max(_e40, _e50))); if ((lMax - lMin) < max(0.03f, (lMax * 0.12f))) { return cM; } dir = vec2(-(((_e18 + _e29) - (_e40 + _e50))), ((_e18 + _e40) - (_e29 + _e50))); let red = max((((((_e18 + _e29) + _e40) + _e50) * 0.25f) * 0.125f), 0.0078125f); let _e85 = dir.x; let _e88 = dir.y; let rcp = (1f / (min(abs(_e85), abs(_e88)) + red)); let _e94 = dir; dir = (clamp((_e94 * rcp), vec2(-8f), vec2(8f)) * px); let _e104 = dir; let _e109 = textureSampleLevel(tA, samp, (uv_1 + (_e104 * -0.16666667f)), 0f); let _e113 = dir; let _e118 = textureSampleLevel(tA, samp, (uv_1 + (_e113 * 0.16666667f)), 0f); let a_1 = (0.5f * (_e109.xyz + _e118.xyz)); let _e127 = dir; let _e132 = textureSampleLevel(tA, samp, (uv_1 - (_e127 * 0.5f)), 0f); let _e136 = dir; let _e141 = textureSampleLevel(tA, samp, (uv_1 + (_e136 * 0.5f)), 0f); let b = ((a_1 * 0.5f) + (0.25f * (_e132.xyz + _e141.xyz))); let _e147 = lumT(b); if !((_e147 < lMin)) { local_1 = (_e147 > lMax); } else { local_1 = true; } let _e154 = local_1; return select(b, a_1, _e154); } fn hash(p: vec2) -> f32 { var q: vec2; q = fract((p * vec2(443.897f, 441.423f))); let _e7 = q; let _e8 = q; let _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19f))))); let _e18 = q.x; let _e20 = q.y; let _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } fn shadowAt(uv_2: vec2) -> vec2 { var s_1: f32 = 1f; var k_3: i32 = 0i; let m_2 = textureSample(tS, samp, uv_2); if (max(m_2.w, m_2.x) < 0.002f) { return vec2(0f); } loop { let _e15 = k_3; if (_e15 < 32i) { } else { break; } { let _e20 = k_3; let f = p_1.feet[_e20]; if (f.w < 0.5f) { continue; } let _e30 = p_1.a; let dd = (length(((uv_2 - f.xy) / _e30.xy)) / max(f.z, 1f)); let _e38 = s_1; s_1 = min(_e38, dd); } continuing { let _e41 = k_3; k_3 = (_e41 + 1i); } } let _e43 = s_1; let wideR = (smoothstep(0.35f, 1f, _e43) * 2.2f); let _e51 = p_1.e; let o_1 = ((_e51.yz * wideR) * 2f); let _e66 = textureSampleLevel(tS, samp, (uv_2 + vec2(o_1.x, o_1.y)), 0f); let _e79 = textureSampleLevel(tS, samp, (uv_2 + vec2(-(o_1.x), o_1.y)), 0f); let _e92 = textureSampleLevel(tS, samp, (uv_2 + vec2(o_1.x, -(o_1.y))), 0f); let _e106 = textureSampleLevel(tS, samp, (uv_2 + vec2(-(o_1.x), -(o_1.y))), 0f); let wide = (((((m_2.w * 0.2f) + (_e66.w * 0.2f)) + (_e79.w * 0.2f)) + (_e92.w * 0.2f)) + (_e106.w * 0.2f)); let _e113 = s_1; let near = mix(m_2.x, m_2.y, smoothstep(0f, 0.22f, _e113)); let _e118 = s_1; let cov = mix(near, wide, smoothstep(0.12f, 0.7f, _e118)); let _e123 = s_1; let dark = mix(1f, 0.48f, smoothstep(0.05f, 0.95f, _e123)); let _e130 = s_1; let contact = (near * (1f - smoothstep(0.04f, 0.2f, _e130))); return vec2(clamp((cov * dark), 0f, 1f), clamp(contact, 0f, 1f)); } fn h21_(q_1: vec2) -> f32 { return fract((sin(dot(q_1, vec2(127.1f, 311.7f))) * 43758.547f)); } fn h22_(q_2: vec2) -> vec2 { return fract((sin(vec2(dot(q_2, vec2(127.1f, 311.7f)), dot(q_2, vec2(269.5f, 183.3f)))) * 43758.547f)); } fn dropAt(q_3: vec2, c_4: vec2, r: vec2, acc_1: ptr>) { let d = ((q_3 - c_4) / r); let l2_ = dot(d, d); if (l2_ >= 1f) { return; } let l_1 = sqrt(l2_); let hgt = sqrt((1f - l2_)); let off = ((-(d) * r) * 1.55f); let edge = smoothstep(0.62f, 1f, l_1); let lowSide = (smoothstep(-0.1f, 0.8f, d.y) * (1f - edge)); let spec = (smoothstep(0.32f, 0f, length((d - vec2(-0.34f, -0.42f)))) + (0.35f * smoothstep(0.2f, 0f, length((d - vec2(0.3f, 0.45f)))))); let cov_1 = smoothstep(1f, 0.86f, l_1); let _e49 = (*acc_1); let _e57 = (*acc_1).z; let _e64 = (*acc_1).w; (*acc_1) = vec4(((_e49.xy * (1f - cov_1)) + (off * cov_1)), max(_e57, ((edge * cov_1) - (lowSide * 0.35f))), max(_e64, (spec * cov_1))); return; } fn threatE(uv_3: vec2) -> f32 { return length(((uv_3 - vec2(0.5f, 0.75f)) / vec2(0.24f, 0.3f))); } fn threatClear(uv_4: vec2) -> f32 { let _e1 = threatE(uv_4); return smoothstep(0.8f, 1.25f, _e1); } fn lensWater(uv_5: vec2, aspect: f32, t_1: f32, wet: f32) -> vec4 { var acc_2: vec4 = vec4(0f); var L: i32 = 0i; var dc: i32 = -1i; var local_2: bool; var local_3: bool; let _e7 = threatE(uv_5); if (_e7 < 0.6f) { let _e10 = acc_2; return _e10; } let q_6 = vec2((uv_5.x * aspect), uv_5.y); loop { let _e17 = L; if (_e17 < 2i) { } else { break; } { let _e20 = L; let cs_1 = select(0.075f, 0.03f, (_e20 == 1i)); let _e26 = L; let rmax = select(0.42f, 0.34f, (_e26 == 1i)); let ctr = smoothstep(0.12f, 0.6f, length(((uv_5 - vec2(0.5f, 0.45f)) * vec2(aspect, 1f)))); let _e43 = L; let dens_1 = ((select(0.24f, 0.3f, (_e43 == 1i)) * wet) * mix(0.3f, 1f, ctr)); let cell = floor((q_6 / vec2(cs_1))); let _e57 = L; let _e63 = h22_((cell + vec2((f32(_e57) * 17f)))); let per = (5f + (_e63.x * 7f)); let ph = ((t_1 / per) + _e63.y); let cyc = floor(ph); let u = (ph - cyc); let _e80 = L; let _e86 = h22_(((cell + vec2((cyc * 3.1f), (cyc * 1.7f))) + vec2((f32(_e80) * 31f)))); let c_5 = (((cell + vec2(0.5f)) + ((_e86 - vec2(0.5f)) * (1f - (2f * rmax)))) * cs_1); let _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if (_e86.x < (dens_1 * _e105)) { let r_1 = ((((cs_1 * rmax) * (0.45f + (0.55f * _e86.y))) * smoothstep(0f, 0.08f, u)) * (1f - smoothstep(0.7f, 1f, u))); if (r_1 > 0.0005f) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92f)), (&acc_2)); } } } continuing { let _e131 = L; L = (_e131 + 1i); } } loop { let _e136 = dc; if (_e136 <= 1i) { } else { break; } { let _e142 = dc; let col_1 = (floor((q_6.x / 0.06f)) + f32(_e142)); let _e147 = h22_(vec2(col_1, 7f)); if (_e147.x < (wet * 0.32f)) { let sp = (0.06f + (_e147.y * 0.12f)); let tt = ((t_1 * sp) + (_e147.x * 13f)); let yb = (tt + (0.04f * sin(((tt * 9f) + (_e147.y * 6f))))); let y = ((fract(yb) * 1.35f) - 0.2f); let x0_ = (((col_1 + 0.3f) + (0.4f * _e147.y)) * 0.06f); let wob = ((0.004f * sin(((q_6.y * 40f) + (_e147.x * 20f)))) + (0.003f * sin(((q_6.y * 97f) + (_e147.y * 9f))))); let hx = (x0_ + (0.004f * sin(((y * 40f) + (_e147.x * 20f))))); let _e222 = threatClear(vec2((hx / aspect), y)); let r_2 = ((0.011f + (0.007f * _e147.y)) * _e222); if (r_2 > 0.0005f) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35f)), (&acc_2)); } let above = (y - q_6.y); if (above > 0f) { local_2 = (above < 0.32f); } else { local_2 = false; } let _e239 = local_2; if _e239 { local_3 = (r_2 > 0.0005f); } else { local_3 = false; } let _e245 = local_3; if _e245 { let tx = (q_6.x - (x0_ + wob)); let tw = ((r_2 * 0.38f) * (1f - (above / 0.32f))); let tr = (1f - smoothstep((tw * 0.5f), tw, abs(tx))); if (tr > 0f) { let k_6 = (tr * (1f - (above / 0.32f))); let _e269 = acc_2; let _e279 = acc_2.z; let _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9f), 0f) * k_6)), max(_e279, (k_6 * 0.25f)), max(_e284, ((k_6 * 0.18f) * smoothstep(0f, tw, (-(tx) + (tw * 0.4f)))))); } let bc = floor((above / 0.045f)); let _e300 = h21_(vec2(col_1, bc)); let by = (y - ((bc + 0.5f) * 0.045f)); let _e308 = threatClear(vec2((x0_ / aspect), by)); if (_e300 < (0.5f * _e308)) { dropAt(q_6, vec2((x0_ + (0.004f * sin(((by * 40f) + (_e147.x * 20f))))), by), (vec2((r_2 * 0.38f), (r_2 * 0.38f)) * (1f - (above / 0.32f))), (&acc_2)); } } } } continuing { let _e334 = dc; dc = (_e334 + 1i); } } let _e336 = acc_2; return (_e336 * vec4(1f, 1f, wet, wet)); } fn vnoise(q_4: vec2) -> f32 { let i_6 = floor(q_4); let f_1 = fract(q_4); let u_1 = ((f_1 * f_1) * (vec2(3f) - (2f * f_1))); let _e10 = h21_(i_6); let _e15 = h21_((i_6 + vec2(1f, 0f))); let _e22 = h21_((i_6 + vec2(0f, 1f))); let _e27 = h21_((i_6 + vec2(1f, 1f))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } fn bokehLayer(q_5: vec2, cs: f32, dens: f32, seed: f32) -> vec3 { var m: vec3 = vec3(0f); var dy: i32 = -1i; var dx: i32; let cell_1 = floor((q_5 / vec2(cs))); loop { let _e12 = dy; if (_e12 <= 1i) { } else { break; } { dx = -1i; loop { let _e17 = dx; if (_e17 <= 1i) { } else { break; } { let _e20 = dx; let _e22 = dy; let cc = (cell_1 + vec2(f32(_e20), f32(_e22))); let _e28 = h22_((cc + vec2(seed))); if (_e28.x > dens) { continue; } let _e38 = h22_((((cc * 1.7f) + vec2(seed)) + vec2(5f))); let c_6 = ((cc + _e38) * cs); let r_3 = (cs * (0.35f + (0.65f * _e28.y))); let d_1 = length((q_5 - c_6)); let rr = vec3((r_3 * 1.012f), r_3, (r_3 * 0.988f)); let disc = smoothstep(rr, (rr * 0.9f), vec3(d_1)); let rim = (smoothstep((rr * 0.72f), (rr * 0.97f), vec3(d_1)) * disc); let _e65 = m; m = (_e65 + (((disc * 0.45f) + (rim * 0.55f)) * (0.35f + (0.65f * fract(((_e28.x * 7.13f) + (_e28.y * 3.7f))))))); } continuing { let _e86 = dx; dx = (_e86 + 1i); } } } continuing { let _e89 = dy; dy = (_e89 + 1i); } } let _e91 = m; return _e91; } fn lensDirt(uv_6: vec2, aspect_1: f32) -> vec3 { var m_1: vec3; var s_2: i32 = 0i; let q_7 = vec2((uv_6.x * aspect_1), uv_6.y); let _e9 = bokehLayer(q_7, 0.16f, 0.55f, 3f); let _e15 = bokehLayer(q_7, 0.075f, 0.45f, 11f); m_1 = ((_e9 * 0.8f) + (_e15 * 0.55f)); let sq = ((mat2x2(vec2(0.8f, -0.6f), vec2(0.6f, 0.8f)) * q_7) * vec2(2.2f, 7f)); let _e32 = vnoise(sq); let _e40 = vnoise(((sq * 2.3f) + vec2(4f))); let sm = ((_e32 * 0.6f) + (_e40 * 0.4f)); let _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55f, 0.85f, sm) * 0.5f))); let dc_1 = floor((q_7 / vec2(0.012f))); let _e59 = h22_((dc_1 + vec2(41f))); if (_e59.x < 0.07f) { let dd_1 = length((q_7 - (((dc_1 + vec2(0.25f)) + (0.5f * _e59)) * 0.012f))); let _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004f, 0f, dd_1) * (0.6f + _e59.y)))); } loop { let _e85 = s_2; if (_e85 < 3i) { } else { break; } { let _e88 = s_2; let _e92 = h22_(vec2(f32(_e88), 91f)); let a_2 = (_e92.x * 3.14159f); let nrm = vec2(cos(a_2), sin(a_2)); let c_7 = vec2((_e92.x * aspect_1), _e92.y); let dl = abs((dot((q_7 - c_7), nrm) + (0.6f * dot((q_7 - c_7), (q_7 - c_7))))); let along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); let _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022f, 0f, dl) * smoothstep(0.25f, 0.05f, along)) * 0.6f))); } continuing { let _e132 = s_2; s_2 = (_e132 + 1i); } } let _e134 = m_1; return _e134; } fn nearSearch(uv_7: vec2, tdimB: vec2, kdof: f32, focus: f32) -> f32 { var nearC_1: f32 = 0f; var k_4: i32 = 0i; loop { let _e8 = k_4; if (_e8 < 12i) { } else { break; } { let _e11 = k_4; let _e15 = k_4; let a_3 = ((f32(_e11) * 0.5236f) + select(0f, 0.2618f, (_e15 >= 6i))); let _e22 = k_4; let rr_1 = select(6f, 12f, ((_e22 & 1i) == 1i)); let o_2 = ((vec2(cos(a_3), sin(a_3)) * rr_1) * kdof); let _e46 = textureLoad(tB, vec2(clamp(((uv_7 * tdimB) + o_2), vec2(0f), (tdimB - vec2(1f)))), 0i); let dk = abs(_e46.w); let _e49 = nearC_1; let _e55 = k_4; nearC_1 = max(_e49, (smoothstep((focus * 0.74f), (focus * 0.4f), dk) * select(0.85f, 0.6f, ((_e55 & 1i) == 1i)))); } continuing { let _e66 = k_4; k_4 = (_e66 + 1i); } } let _e68 = nearC_1; return _e68; } fn aoAt(uv_8: vec2, dep: f32) -> f32 { var occ: f32 = 0f; var k_5: i32 = 0i; var d1_: f32; var d2_: f32; let _e3 = textureDimensions(tB); let tdim = vec2(_e3); let kk = (tdim.y / 720f); let rp = clamp(((260f * kk) / max(dep, 1f)), (2f * kk), (14f * kk)); loop { let _e22 = k_5; if (_e22 < 12i) { } else { break; } { let _e25 = k_5; let a_4 = ((f32(_e25) * 0.2618f) + 0.39f); let _e31 = k_5; let rr_2 = (rp * (0.3f + (0.7f * fract(((f32(_e31) * 0.618034f) + 0.17f))))); let o_3 = (vec2(cos(a_4), sin(a_4)) * rr_2); let _e58 = textureLoad(tB, vec2(clamp(((uv_8 * tdim) + o_3), vec2(0f), (tdim - vec2(1f)))), 0i); d1_ = _e58.w; let _e72 = textureLoad(tB, vec2(clamp(((uv_8 * tdim) - o_3), vec2(0f), (tdim - vec2(1f)))), 0i); d2_ = _e72.w; let _e75 = d1_; d1_ = abs(_e75); let _e77 = d2_; d2_ = abs(_e77); let _e79 = d1_; let e1_ = (dep - _e79); let _e81 = d2_; let e2_ = (dep - _e81); let crease = ((e1_ + e2_) / max((dep * 0.02f), 0.05f)); let inRange = ((1f - smoothstep(0.6f, 1.8f, abs(e1_))) * (1f - smoothstep(0.6f, 1.8f, abs(e2_)))); let _e102 = occ; occ = (_e102 + (smoothstep(0.15f, 1.6f, crease) * inRange)); } continuing { let _e109 = k_5; k_5 = (_e109 + 1i); } } let _e111 = occ; occ = (_e111 * 0.62f); let _e114 = occ; let ao_1 = clamp((1f - ((_e114 / 8f) * 1.05f)), 0.5f, 1f); return ao_1; } @vertex fn vs_full(@builtin(vertex_index) vi: u32) -> VOut { var o: VOut; let x_1 = f32(((vi << 1u) & 2u)); let y_1 = f32((vi & 2u)); o.pos = vec4(((x_1 * 2f) - 1f), (1f - (y_1 * 2f)), 0f, 1f); o.uv = vec2(x_1, y_1); let _e24 = o; return _e24; } @fragment fn fs_bright(i: VOut) -> @location(0) vec4 { var c: vec3; var w: f32; let _e3 = p_1.a; let o_4 = (_e3.xy * 1f); let _e16 = textureSample(tA, samp, (i.uv + vec2(-(o_4.x), -(o_4.y)))); c = _e16.xyz; let _e19 = c; let _e28 = textureSample(tA, samp, (i.uv + vec2(o_4.x, -(o_4.y)))); c = (_e19 + _e28.xyz); let _e31 = c; let _e40 = textureSample(tA, samp, (i.uv + vec2(-(o_4.x), o_4.y))); c = (_e31 + _e40.xyz); let _e43 = c; let _e51 = textureSample(tA, samp, (i.uv + vec2(o_4.x, o_4.y))); c = (_e43 + _e51.xyz); let _e54 = c; c = (_e54 * 0.25f); let _e57 = c; let _e58 = luma(_e57); let th0_ = p_1.a.z; let dayK = smoothstep(1.3f, 1.75f, th0_); let _e67 = c.x; let _e69 = c.y; let _e71 = c.z; let mxc = max(_e67, max(_e69, _e71)); let _e75 = c.x; let _e77 = c.y; let _e79 = c.z; let sat = ((mxc - min(_e75, min(_e77, _e79))) / max(mxc, 0.0001f)); let pale = (1f - smoothstep(0.25f, 0.6f, sat)); let th = (th0_ * (1f + (dayK * (0.5f + (1f * pale))))); let knee = mix(0.5f, 0.3f, dayK); w = clamp((((_e58 - th) + knee) / (2f * knee)), 0f, 1f); let _e111 = w; let _e112 = w; w = (_e111 * _e112); let _e114 = w; let k_7 = (((max(_e114, step(th, _e58)) * max((_e58 - th), 0f)) / max(_e58, 0.0001f)) * mix(1f, 0.6f, dayK)); let _e128 = c; return vec4(min((_e128 * k_7), vec3(mix(40f, 8f, dayK))), 1f); } @fragment fn fs_blur(i_1: VOut) -> @location(0) vec4 { var c_1: vec3; let _e3 = p_1.b; let d_2 = _e3.xy; let _e8 = textureSample(tA, samp, i_1.uv); c_1 = (_e8.xyz * 0.227027f); let _e13 = c_1; let _e20 = textureSample(tA, samp, (i_1.uv + (d_2 * 1.3846154f))); c_1 = (_e13 + (_e20.xyz * 0.3162162f)); let _e25 = c_1; let _e32 = textureSample(tA, samp, (i_1.uv - (d_2 * 1.3846154f))); c_1 = (_e25 + (_e32.xyz * 0.3162162f)); let _e37 = c_1; let _e44 = textureSample(tA, samp, (i_1.uv + (d_2 * 3.2307692f))); c_1 = (_e37 + (_e44.xyz * 0.0702703f)); let _e49 = c_1; let _e56 = textureSample(tA, samp, (i_1.uv - (d_2 * 3.2307692f))); c_1 = (_e49 + (_e56.xyz * 0.0702703f)); let _e61 = c_1; return vec4(_e61, 1f); } @fragment fn fs_blurA(i_2: VOut) -> @location(0) vec4 { var a: vec3; let _e3 = p_1.b; let d_3 = _e3.xy; let _e8 = textureSample(tA, samp, i_2.uv); let _e9 = mk3_(_e8); a = (_e9 * 0.227027f); let _e13 = a; let _e20 = textureSample(tA, samp, (i_2.uv + (d_3 * 1.3846154f))); let _e21 = mk3_(_e20); a = (_e13 + (_e21 * 0.3162162f)); let _e25 = a; let _e32 = textureSample(tA, samp, (i_2.uv - (d_3 * 1.3846154f))); let _e33 = mk3_(_e32); a = (_e25 + (_e33 * 0.3162162f)); let _e37 = a; let _e44 = textureSample(tA, samp, (i_2.uv + (d_3 * 3.2307692f))); let _e45 = mk3_(_e44); a = (_e37 + (_e45 * 0.0702703f)); let _e49 = a; let _e56 = textureSample(tA, samp, (i_2.uv - (d_3 * 3.2307692f))); let _e57 = mk3_(_e56); a = (_e49 + (_e57 * 0.0702703f)); let _e64 = a.y; let _e68 = p_1.c.y; let _e73 = a.z; return vec4(_e9.x, select(_e9.y, _e64, (_e68 > 0.5f)), 0f, _e73); } @fragment fn fs_lens(i_3: VOut) -> @location(0) vec4 { var glow: vec3 = vec3(0f); var k: i32 = 0i; var add: vec3; var gh: vec3; let _e3 = p_1.a; let px_1 = _e3.xy; let asp = (px_1.y / px_1.x); let _e12 = textureSampleLevel(tA, samp, i_3.uv, 0f); let base = _e12.xyz; loop { let _e19 = k; if (_e19 < 14i) { } else { break; } { let _e22 = k; let a_5 = (f32(_e22) * 2.39996f); let _e26 = k; let rr_3 = (0.025f + (0.2f * sqrt(((f32(_e26) + 0.5f) / 14f)))); let _e37 = glow; let _e48 = textureSampleLevel(tA, samp, (i_3.uv + (vec2((cos(a_5) / asp), sin(a_5)) * rr_3)), 0f); glow = (_e37 + _e48.xyz); } continuing { let _e52 = k; k = (_e52 + 1i); } } let _e54 = glow; glow = (_e54 / vec3(14f)); let _e59 = lensDirt(i_3.uv, asp); let _e76 = threatClear(i_3.uv); let mid = (mix(0.3f, 1f, smoothstep(0.1f, 0.55f, length(((i_3.uv - vec2(0.5f, 0.45f)) * vec2(asp, 1f))))) * mix(0.15f, 1f, _e76)); let _e81 = glow; add = min((((_e81 * _e59) * 1.6f) * mid), vec3(0.8f)); let gc = (vec2(0.5f) - i_3.uv); let _e102 = textureSampleLevel(tA, samp, (vec2(0.5f) + (gc * 0.55f)), 0f); gh = (_e102.xyz * vec3(0.35f, 0.9f, 1f)); let _e110 = gh; let _e119 = textureSampleLevel(tA, samp, (vec2(0.5f) + (gc * 1.4f)), 0f); gh = (_e110 + ((_e119.xyz * vec3(1f, 0.45f, 0.8f)) * 0.6f)); let _e129 = gh; let _e138 = textureSampleLevel(tA, samp, (vec2(0.5f) - (gc * 0.28f)), 0f); gh = (_e129 + ((_e138.xyz * vec3(0.9f, 0.8f, 0.4f)) * 0.5f)); let _e148 = add; let _e149 = gh; add = (_e148 + (_e149 * 0.18f)); let _e153 = add; let _e157 = p_1.k.w; let _e162 = p_1.b.z; return vec4((base + ((_e153 * _e157) / vec3(max(_e162, 0.1f)))), 1f); } @fragment fn fs_aux(i_4: VOut) -> @location(0) vec4 { var ao: f32 = 1f; let _e2 = textureDimensions(tB); let tdimB_1 = vec2(_e2); let kdof_1 = (tdimB_1.y / 720f); let _e18 = textureLoad(tB, vec2(clamp((i_4.uv * tdimB_1), vec2(0f), (tdimB_1 - vec2(1f)))), 0i); let dep_1 = abs(_e18.w); let _e24 = p_1.g.w; let focus_1 = max(_e24, 5f); if (dep_1 < 900f) { let _e32 = aoAt(i_4.uv, dep_1); ao = _e32; } let _e34 = nearSearch(i_4.uv, tdimB_1, kdof_1, focus_1); let _e35 = ao; return vec4(_e34, _e35, 0f, 1f); } @fragment fn fs_final(i_5: VOut) -> @location(0) vec4 { var uv: vec2; var lw: vec4 = vec4(0f); var col: vec3; var ax: vec4 = vec4(0f, 1f, 0f, 0f); var nearC: f32 = 0f; var acc: vec3; var wsum: f32; var k_1: i32 = 0i; var streak: vec3 = vec3(0f); var k_2: i32 = 1i; var crgb: vec3; var local: bool; var toward: f32 = 0f; var away: f32 = 0f; var t: i32 = 1i; var v: vec3; let _e3 = p_1.a; let px_2 = _e3.xy; uv = i_5.uv; let _e13 = p_1.k.w; if (_e13 > 0.01f) { let _e23 = p_1.a.w; let _e27 = p_1.k.w; let _e28 = lensWater(i_5.uv, (px_2.y / px_2.x), _e23, _e27); lw = _e28; let _e30 = lw; uv = clamp((i_5.uv + _e30.xy), vec2(0f), vec2(1f)); } let _e38 = uv; let cdir = (_e38 - vec2(0.5f)); let _e45 = p_1.d.w; let _e49 = p_1.c.x; let ab = (_e45 + (_e49 * 0.004f)); let _e53 = uv; let _e54 = fxaa(_e53, px_2); col = _e54; if (ab > 0.0004f) { let _e60 = uv; let _e62 = textureSampleLevel(tA, samp, _e60, 0f); let c0_ = _e62.xyz; let _e65 = col.x; let _e68 = uv; let _e72 = textureSampleLevel(tA, samp, (_e68 - (cdir * ab)), 0f); col.x = (_e65 + (_e72.x - c0_.x)); let _e78 = col.z; let _e81 = uv; let _e85 = textureSampleLevel(tA, samp, (_e81 + (cdir * ab)), 0f); col.z = (_e78 + (_e85.z - c0_.z)); let _e90 = col; col = max(_e90, vec3(0f)); } let _e95 = textureDimensions(tB); let tdimB_2 = vec2(_e95); let kdof_2 = (tdimB_2.y / 720f); let _e101 = uv; let _e111 = textureLoad(tB, vec2(clamp((_e101 * tdimB_2), vec2(0f), (tdimB_2 - vec2(1f)))), 0i); let dep_2 = abs(_e111.w); let _e117 = p_1.g.w; let focus_2 = max(_e117, 5f); let farC = (smoothstep((focus_2 * 1.1f), (focus_2 * 2.4f), dep_2) * 7f); let _e130 = p_1.q.x; let fast = (_e130 > 0.5f); if fast { let _e143 = uv; let _e145 = textureSampleLevel(tAux, samp, _e143, 0f); ax = _e145; let _e147 = ax.x; nearC = _e147; } else { let _e148 = uv; let _e149 = nearSearch(_e148, tdimB_2, kdof_2, focus_2); nearC = _e149; } let _e150 = nearC; nearC = max(_e150, smoothstep((focus_2 * 0.74f), (focus_2 * 0.4f), dep_2)); let _e160 = p_1.b.x; let wetK = clamp(_e160, 0f, 1f); let _e167 = p_1.f.x; let _e169 = nearC; let _e180 = p_1.f.x; let coc = (max((farC * _e167), (((_e169 * 12f) * (1f - (0.45f * wetK))) * step(0.001f, _e180))) * kdof_2); if (coc > 0.4f) { let hk = (wetK * 0.6f); let _e190 = col; let _e191 = luma(_e190); let w0_ = (1f / (1f + (_e191 * hk))); let _e197 = col; acc = (_e197 * w0_); wsum = w0_; loop { let _e203 = k_1; if (_e203 < 24i) { } else { break; } { let _e206 = k_1; let a_6 = (f32(_e206) * 2.39996f); let _e210 = k_1; let rr_4 = (sqrt(((f32(_e210) + 0.5f) / 24f)) * coc); let _e220 = uv; let _e228 = textureSampleLevel(tA, samp, (_e220 + ((vec2(cos(a_6), sin(a_6)) * px_2) * rr_4)), 0f); let sc = _e228.xyz; let _e230 = luma(sc); let wk = (1f / (1f + (_e230 * hk))); let _e236 = acc; acc = (_e236 + (sc * wk)); let _e239 = wsum; wsum = (_e239 + wk); } continuing { let _e242 = k_1; k_1 = (_e242 + 1i); } } let _e244 = acc; let _e245 = wsum; col = (_e244 / vec3(_e245)); } if (dep_2 < 900f) { if fast { let _e250 = col; let _e252 = ax.y; col = (_e250 * _e252); } else { let _e254 = col; let _e255 = uv; let _e256 = aoAt(_e255, dep_2); col = (_e254 * _e256); } } let _e258 = uv; let _e259 = shadowAt(_e258); let sh = _e259.x; let _e261 = col; let _e262 = luma(_e261); let lit = smoothstep(0.02f, 0.4f, _e262); let _e266 = col; let _e270 = p_1.e.x; col = (_e266 * (1f - ((sh * _e270) * mix(0.5f, 1f, lit)))); let _e279 = col; col = (_e279 * (1f - ((_e259.y * 0.42f) * (1f - lit)))); let w_1 = p_1.c.z; let _e295 = uv; let nd0_ = textureSample(tB, samp, _e295); let _e299 = uv; let n1_ = textureSample(tB, samp, (_e299 + vec2((px_2.x * w_1), 0f))); let _e308 = uv; let n2_ = textureSample(tB, samp, (_e308 - vec2((px_2.x * w_1), 0f))); let _e317 = uv; let n3_ = textureSample(tB, samp, (_e317 + vec2(0f, (px_2.y * w_1)))); let _e326 = uv; let n4_ = textureSample(tB, samp, (_e326 - vec2(0f, (px_2.y * w_1)))); let z0_ = max(abs(nd0_.w), 0.001f); let dz = ((((abs((abs(n1_.w) - z0_)) + abs((abs(n2_.w) - z0_))) + abs((abs(n3_.w) - z0_))) + abs((abs(n4_.w) - z0_))) / z0_); let dn = ((((1f - dot(nd0_.xyz, n1_.xyz)) + (1f - dot(nd0_.xyz, n2_.xyz))) + (1f - dot(nd0_.xyz, n3_.xyz))) + (1f - dot(nd0_.xyz, n4_.xyz))); let ink = clamp((smoothstep(0.06f, 0.14f, dz) + smoothstep(0.35f, 0.7f, dn)), 0f, 1f); let _e390 = col; col = mix(_e390, vec3(0.012f, 0.01f, 0.02f), (ink * 0.92f)); let _e400 = uv; let _e401 = textureSample(tC, samp, _e400); let bloom = _e401.xyz; let _e403 = col; let _e407 = p_1.b.w; let _e412 = p_1.b.z; col = ((_e403 * _e407) + (bloom * _e412)); loop { let _e420 = k_2; if (_e420 <= 6i) { } else { break; } { let _e424 = k_2; let o_5 = vec2(((px_2.x * f32(_e424)) * 14f), 0f); let _e431 = k_2; let wk_1 = (1f / f32(_e431)); let _e435 = streak; let _e438 = uv; let _e441 = textureSampleLevel(tC, samp, (_e438 + o_5), 0f); let _e445 = uv; let _e448 = textureSampleLevel(tC, samp, (_e445 - o_5), 0f); streak = (_e435 + ((_e441.xyz + _e448.xyz) * wk_1)); } continuing { let _e454 = k_2; k_2 = (_e454 + 1i); } } let _e456 = col; let _e457 = streak; let _e468 = p_1.f.z; col = (_e456 + (((_e457 * vec3(0.55f, 0.75f, 1.25f)) * 0.09f) * _e468)); let _e474 = p_1.k.w; if (_e474 > 0.01f) { let _e481 = textureSampleLevel(tC, samp, i_5.uv, 0f); let gl = _e481.xyz; let _e483 = col; let _e485 = lw.w; let _e490 = lw.z; col = (_e483 + (((gl * _e485) * 3f) + ((gl * clamp(_e490, 0f, 1f)) * 0.8f))); } let _e499 = col; let _e500 = col; let _e514 = p_1.c.y; col = mix(_e499, ((_e500 * vec3(1.05f, 1.12f, 0.98f)) + vec3(0f, 0.015f, 0.01f)), (_e514 * 0.7f)); let _e518 = col; let _e519 = aces(_e518); col = _e519; let _e520 = col; col = clamp((0.18f * pow((max(_e520, vec3(0f)) / vec3(0.18f)), vec3(1.16f))), vec3(0f), vec3(1f)); let _e537 = col; let _e538 = luma(_e537); let shadowTint = vec3(0.88f, 0.97f, 1.16f); let highTint = vec3(1.07f, 1f, 0.88f); let _e547 = col; let _e557 = p_1.g.x; col = (_e547 * mix(vec3(1f), mix(shadowTint, highTint, smoothstep(0.08f, 0.55f, _e538)), _e557)); let _e561 = col.x; let _e563 = col.y; let _e565 = col.z; let mx = max(_e561, max(_e563, _e565)); let _e569 = col.x; let _e571 = col.y; let _e573 = col.z; let mn = min(_e569, min(_e571, _e573)); let sat_1 = ((mx - mn) / max(mx, 0.0001f)); let _e580 = col; let _e581 = luma(_e580); let _e583 = col; let _e587 = p_1.g.y; col = mix(vec3(_e581), _e583, (1f + (_e587 * (1f - sat_1)))); let _e594 = col; let _e602 = col; let _e606 = p_1.g.z; let _e613 = p_1.g.z; let _e619 = p_1.g.z; let _e625 = p_1.g.z; let _e631 = p_1.g.z; col = mix(((_e594 * 0.97f) + vec3(0.006f, 0.005f, 0.02f)), ((_e602 * (1f - _e606)) + vec3((_e613 * 0.9f), (_e619 * 0.92f), _e625)), step(0.001f, _e631)); let _e635 = col; let _e636 = luma(_e635); let _e637 = col; let _e647 = p_1.d.z; col = mix(_e637, (vec3(_e636) * vec3(1.05f, 0.95f, 0.95f)), _e647); let _e650 = textureDimensions(tCast); let cdim = vec2(_e650); let _e652 = uv; let ip = vec2(clamp((_e652 * cdim), vec2(0f), (cdim - vec2(1f)))); let cs_2 = textureLoad(tCast, ip, 0i); let dd_2 = textureLoad(tCastD, ip, 0i); let _e669 = uv; let _e670 = textureSample(tB, samp, _e669); let sdep = _e670.w; let du = (dd_2.xyz / vec3(max(dd_2.w, 0.004f))); let cdep = (((round((du.x * 255f)) * 256f) + round((du.y * 255f))) / 800f); let vis = select(smoothstep((cdep - 0.9f), (cdep - 0.45f), sdep), 1f, (sdep < 0f)); let bq = round((du.z * 255f)); let fbin = floor((bq / 64f)); let flash = (fbin / 3f); let shade = clamp((((bq - (fbin * 64f)) - 8f) / 48f), 0f, 1f); let emis = ((bq - (fbin * 64f)) > 58.5f); crgb = (cs_2.xyz + vec3((flash * 0f))); if (cs_2.w > 0.01f) { local = !(emis); } else { local = false; } let _e737 = local; if _e737 { let sd = vec2(-0.5432512f, -0.8395701f); let k_8 = (cdim.y / 720f); loop { let _e750 = t; if (_e750 <= 5i) { } else { break; } { let _e753 = t; let _e754 = t; let r_4 = (((f32((_e753 * _e754)) * 0.9f) * k_8) + (1.5f * k_8)); let _e763 = t; let w_2 = (1f / f32(_e763)); let _e767 = toward; let _e769 = uv; let _e781 = textureLoad(tCast, vec2(clamp(((_e769 * cdim) + (sd * r_4)), vec2(0f), (cdim - vec2(1f)))), 0i); toward = (_e767 + ((1f - _e781.w) * w_2)); let _e787 = away; let _e789 = uv; let _e801 = textureLoad(tCast, vec2(clamp(((_e789 * cdim) - (sd * r_4)), vec2(0f), (cdim - vec2(1f)))), 0i); away = (_e787 + ((1f - _e801.w) * w_2)); } continuing { let _e808 = t; t = (_e808 + 1i); } } let _e810 = toward; toward = (_e810 / 2.283f); let _e813 = away; away = (_e813 / 2.283f); let _e827 = p_1.f.w; let warm = mix(vec3(0.55f, 0.7f, 1f), vec3(1f, 0.76f, 0.5f), _e827); let _e829 = crgb; let lum = dot(_e829, vec3(0.3f, 0.55f, 0.15f)); let _e835 = toward; let _e842 = p_1.f.y; let wrap = (((smoothstep(0.05f, 0.9f, _e835) * _e842) * smoothstep(0.03f, 0.15f, lum)) * (1f - shade)); let _e851 = crgb; let _e852 = crgb; crgb = ((_e851 + (((_e852 * warm) * wrap) * 0.55f)) + (((warm * wrap) * 0.06f) * cs_2.w)); let _e864 = away; let core = (smoothstep(0.1f, 0.95f, _e864) * (1f - wrap)); let _e871 = crgb; let _e877 = p_1.f.y; crgb = (_e871 * (1f - ((core * 0.28f) * _e877))); } let _e882 = col; let _e888 = crgb; col = ((_e882 * (1f - (cs_2.w * vis))) + (_e888 * vis)); let r_5 = length((cdir * vec2(1f, 0.9f))); let vig = smoothstep(0.85f, 0.25f, r_5); let _e899 = col; let _e903 = p_1.d.x; col = (_e899 * mix((1f - _e903), 1f, vig)); let _e909 = col; let _e917 = p_1.c.x; col = mix(_e909, vec3(0.75f, 0.02f, 0.05f), ((_e917 * smoothstep(0.3f, 0.8f, r_5)) * 0.85f)); let _e925 = col; let _e933 = p_1.c.w; col = (_e925 + ((vec3(0.4f, 0.85f, 1f) * _e933) * 0.25f)); let _e941 = p_1.h.x; if (_e941 > 0.001f) { let _e944 = col; let l_2 = dot(_e944, vec3(0.299f, 0.587f, 0.114f)); v = (vec3(0.015f, 0.05f, 0.045f) + ((vec3(0.22f, 0.85f, 0.66f) * pow(max(l_2, 0f), 0.8f)) * 0.8f)); let _e967 = v; v = (_e967 * (0.9f + (0.1f * sin((i_5.pos.y * 1.9f))))); let _e978 = v; let _e980 = uv.y; let _e986 = p_1.a.w; v = (_e978 * (1f + (0.14f * smoothstep(0.05f, 0f, abs((fract(((_e980 * 0.6f) - (_e986 * 0.3f))) - 0.5f)))))); let _e1002 = uv; let gp = (_e1002 * vec2(64f, 36f)); let _e1007 = v; v = (_e1007 + (vec3(0.02f, 0.09f, 0.07f) * smoothstep(0.035f, 0f, (0.5f - max(abs((fract(gp.x) - 0.5f)), abs((fract(gp.y) - 0.5f))))))); let ed = length((cdir * vec2(1f, 0.8f))); let _e1035 = v; v = (_e1035 + ((vec3(0.12f, 0.7f, 0.5f) * smoothstep(0.42f, 0.85f, ed)) * 0.45f)); let bt = p_1.h.y; let _e1054 = uv.y; let on = (1f - smoothstep((bt - 0.04f), bt, _e1054)); let _e1059 = uv.y; let bar = (smoothstep(0.03f, 0f, abs((_e1059 - bt))) * step(bt, 1.05f)); let _e1068 = col; let _e1069 = v; let _e1073 = p_1.h.x; let _e1084 = p_1.h.x; col = (mix(_e1068, _e1069, (_e1073 * on)) + (((vec3(0.45f, 1f, 0.8f) * bar) * _e1084) * 0.7f)); } let _e1092 = p_1.h.z; if (_e1092 > 0.5f) { let _e1095 = col; let l_3 = dot(_e1095, vec3(0.299f, 0.587f, 0.114f)); let s_3 = smoothstep(0.13f, 0.2f, l_3); let _e1107 = p_1.h.z; if (_e1107 < 1.5f) { col = mix(vec3(0.95f, 0.93f, 0.87f), vec3(0.03f, 0.02f, 0.04f), s_3); } else { let _e1125 = p_1.k; col = mix(vec3(0.02f, 0.01f, 0.03f), _e1125.xyz, s_3); } } let _e1131 = p_1.k.w; if (_e1131 > 0.01f) { let _e1134 = col; let _e1136 = lw.z; let _e1150 = lw.w; col = ((_e1134 * (1f - (clamp(_e1136, -0.6f, 1f) * 0.22f))) + ((vec3(0.85f, 0.92f, 1f) * _e1150) * 0.45f)); } let _e1158 = p_1.a.w; let gt = (floor((_e1158 * 24f)) / 24f); let _e1164 = uv; let _e1173 = hash(((_e1164 * 1000f) + vec2((gt * 37f), (gt * 11f)))); let n = (_e1173 - 0.5f); let _e1176 = col; let _e1180 = p_1.d.y; col = (_e1176 + vec3((n * _e1180))); let _e1184 = col; return vec4(clamp(_e1184, vec3(0f), vec3(1f)), 1f); }   BݶÁbÇMïUà‚´=¢o²vs_fullmainÏ,#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; smooth out vec2 _vs2fs_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov)) + (off * cov)), max(_e57, ((edge * cov) - (lowSide * 0.35))), max(_e64, (spec * cov))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init = true; while(true) { if (!loop_init) { int _e131 = L; L = (_e131 + 1); } loop_init = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e334 = dc; dc = (_e334 + 1); } loop_init_1 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f = fract(q_4); vec2 u_1 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e89 = dy; dy = (_e89 + 1); } loop_init_2 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e86 = dx; dx = (_e86 + 1); } loop_init_3 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd) * (0.6 + _e59.y)))); } bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_4 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_1 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_1), sin(a_1)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } void main() { uint vi = uint(gl_VertexID); VOut o = VOut(vec4(0.0), vec2(0.0)); float x_1 = float(((vi << 1u) & 2u)); float y_1 = float((vi & 2u)); o.pos = vec4(((x_1 * 2.0) - 1.0), (1.0 - (y_1 * 2.0)), 0.0, 1.0); o.uv = vec2(x_1, y_1); VOut _e24 = o; gl_Position = _e24.pos; _vs2fs_location0 = _e24.uv; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; }  fs_brightmainš:#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; layout(std140) uniform P_block_0Fragment { P _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 mk3_(vec4 s) { float _e10 = _group_0_binding_0_fs.c.x; return ((_e10 > 0.5) ? vec3(s.w) : vec3(s.x, s.y, s.w)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } vec3 fxaa(vec2 uv_1, vec2 px) { vec2 dir = vec2(0.0); bool local_1 = false; vec4 _e5 = textureLod(_group_0_binding_1_fs, vec2(uv_1), 0.0); vec3 cM = _e5.xyz; vec4 _e16 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), -(px.y)))), 0.0); float _e18 = lumT(_e16.xyz); vec4 _e27 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, -(px.y)))), 0.0); float _e29 = lumT(_e27.xyz); vec4 _e38 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), px.y))), 0.0); float _e40 = lumT(_e38.xyz); vec4 _e48 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, px.y))), 0.0); float _e50 = lumT(_e48.xyz); float _e51 = lumT(cM); float lMin = min(_e51, min(min(_e18, _e29), min(_e40, _e50))); float lMax = max(_e51, max(max(_e18, _e29), max(_e40, _e50))); if (((lMax - lMin) < max(0.03, (lMax * 0.12)))) { return cM; } dir = vec2(-(((_e18 + _e29) - (_e40 + _e50))), ((_e18 + _e40) - (_e29 + _e50))); float red = max((((((_e18 + _e29) + _e40) + _e50) * 0.25) * 0.125), 0.0078125); float _e85 = dir.x; float _e88 = dir.y; float rcp = (1.0 / (min(abs(_e85), abs(_e88)) + red)); vec2 _e94 = dir; dir = (clamp((_e94 * rcp), vec2(-8.0), vec2(8.0)) * px); vec2 _e104 = dir; vec4 _e109 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e104 * -0.16666667))), 0.0); vec2 _e113 = dir; vec4 _e118 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e113 * 0.16666667))), 0.0); vec3 a_1 = (0.5 * (_e109.xyz + _e118.xyz)); vec2 _e127 = dir; vec4 _e132 = textureLod(_group_0_binding_1_fs, vec2((uv_1 - (_e127 * 0.5))), 0.0); vec2 _e136 = dir; vec4 _e141 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e136 * 0.5))), 0.0); vec3 b = ((a_1 * 0.5) + (0.25 * (_e132.xyz + _e141.xyz))); float _e147 = lumT(b); if (!((_e147 < lMin))) { local_1 = (_e147 > lMax); } else { local_1 = true; } bool _e154 = local_1; return (_e154 ? a_1 : b); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov)) + (off * cov)), max(_e57, ((edge * cov) - (lowSide * 0.35))), max(_e64, (spec * cov))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init = true; while(true) { if (!loop_init) { int _e131 = L; L = (_e131 + 1); } loop_init = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e334 = dc; dc = (_e334 + 1); } loop_init_1 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f = fract(q_4); vec2 u_1 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e89 = dy; dy = (_e89 + 1); } loop_init_2 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e86 = dx; dx = (_e86 + 1); } loop_init_3 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd) * (0.6 + _e59.y)))); } bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_4 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_2 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_2), sin(a_2)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } void main() { VOut i = VOut(gl_FragCoord, _vs2fs_location0); vec3 c = vec3(0.0); float w = 0.0; vec4 _e3 = _group_0_binding_0_fs.a; vec2 o_1 = (_e3.xy * 1.0); vec4 _e16 = texture(_group_0_binding_1_fs, vec2((i.uv + vec2(-(o_1.x), -(o_1.y))))); c = _e16.xyz; vec3 _e19 = c; vec4 _e28 = texture(_group_0_binding_1_fs, vec2((i.uv + vec2(o_1.x, -(o_1.y))))); c = (_e19 + _e28.xyz); vec3 _e31 = c; vec4 _e40 = texture(_group_0_binding_1_fs, vec2((i.uv + vec2(-(o_1.x), o_1.y)))); c = (_e31 + _e40.xyz); vec3 _e43 = c; vec4 _e51 = texture(_group_0_binding_1_fs, vec2((i.uv + vec2(o_1.x, o_1.y)))); c = (_e43 + _e51.xyz); vec3 _e54 = c; c = (_e54 * 0.25); vec3 _e57 = c; float _e58 = luma(_e57); float th0_ = _group_0_binding_0_fs.a.z; float dayK = smoothstep(1.3, 1.75, th0_); float _e67 = c.x; float _e69 = c.y; float _e71 = c.z; float mxc = max(_e67, max(_e69, _e71)); float _e75 = c.x; float _e77 = c.y; float _e79 = c.z; float sat = ((mxc - min(_e75, min(_e77, _e79))) / max(mxc, 0.0001)); float pale = (1.0 - smoothstep(0.25, 0.6, sat)); float th = (th0_ * (1.0 + (dayK * (0.5 + (1.0 * pale))))); float knee = mix(0.5, 0.3, dayK); w = clamp((((_e58 - th) + knee) / (2.0 * knee)), 0.0, 1.0); float _e111 = w; float _e112 = w; w = (_e111 * _e112); float _e114 = w; float k_7 = (((max(_e114, step(th, _e58)) * max((_e58 - th), 0.0)) / max(_e58, 0.0001)) * mix(1.0, 0.6, dayK)); vec3 _e128 = c; _fs2p_location0 = vec4(min((_e128 * k_7), vec3(mix(40.0, 8.0, dayK))), 1.0); return; } fs_blurmainÀ7#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; layout(std140) uniform P_block_0Fragment { P _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 mk3_(vec4 s) { float _e10 = _group_0_binding_0_fs.c.x; return ((_e10 > 0.5) ? vec3(s.w) : vec3(s.x, s.y, s.w)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } vec3 fxaa(vec2 uv_1, vec2 px) { vec2 dir = vec2(0.0); bool local_1 = false; vec4 _e5 = textureLod(_group_0_binding_1_fs, vec2(uv_1), 0.0); vec3 cM = _e5.xyz; vec4 _e16 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), -(px.y)))), 0.0); float _e18 = lumT(_e16.xyz); vec4 _e27 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, -(px.y)))), 0.0); float _e29 = lumT(_e27.xyz); vec4 _e38 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), px.y))), 0.0); float _e40 = lumT(_e38.xyz); vec4 _e48 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, px.y))), 0.0); float _e50 = lumT(_e48.xyz); float _e51 = lumT(cM); float lMin = min(_e51, min(min(_e18, _e29), min(_e40, _e50))); float lMax = max(_e51, max(max(_e18, _e29), max(_e40, _e50))); if (((lMax - lMin) < max(0.03, (lMax * 0.12)))) { return cM; } dir = vec2(-(((_e18 + _e29) - (_e40 + _e50))), ((_e18 + _e40) - (_e29 + _e50))); float red = max((((((_e18 + _e29) + _e40) + _e50) * 0.25) * 0.125), 0.0078125); float _e85 = dir.x; float _e88 = dir.y; float rcp = (1.0 / (min(abs(_e85), abs(_e88)) + red)); vec2 _e94 = dir; dir = (clamp((_e94 * rcp), vec2(-8.0), vec2(8.0)) * px); vec2 _e104 = dir; vec4 _e109 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e104 * -0.16666667))), 0.0); vec2 _e113 = dir; vec4 _e118 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e113 * 0.16666667))), 0.0); vec3 a_1 = (0.5 * (_e109.xyz + _e118.xyz)); vec2 _e127 = dir; vec4 _e132 = textureLod(_group_0_binding_1_fs, vec2((uv_1 - (_e127 * 0.5))), 0.0); vec2 _e136 = dir; vec4 _e141 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e136 * 0.5))), 0.0); vec3 b = ((a_1 * 0.5) + (0.25 * (_e132.xyz + _e141.xyz))); float _e147 = lumT(b); if (!((_e147 < lMin))) { local_1 = (_e147 > lMax); } else { local_1 = true; } bool _e154 = local_1; return (_e154 ? a_1 : b); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov)) + (off * cov)), max(_e57, ((edge * cov) - (lowSide * 0.35))), max(_e64, (spec * cov))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init = true; while(true) { if (!loop_init) { int _e131 = L; L = (_e131 + 1); } loop_init = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e334 = dc; dc = (_e334 + 1); } loop_init_1 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f = fract(q_4); vec2 u_1 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e89 = dy; dy = (_e89 + 1); } loop_init_2 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e86 = dx; dx = (_e86 + 1); } loop_init_3 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd) * (0.6 + _e59.y)))); } bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_4 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_2 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_2), sin(a_2)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } void main() { VOut i_1 = VOut(gl_FragCoord, _vs2fs_location0); vec3 c_1 = vec3(0.0); vec4 _e3 = _group_0_binding_0_fs.b; vec2 d_2 = _e3.xy; vec4 _e8 = texture(_group_0_binding_1_fs, vec2(i_1.uv)); c_1 = (_e8.xyz * 0.227027); vec3 _e13 = c_1; vec4 _e20 = texture(_group_0_binding_1_fs, vec2((i_1.uv + (d_2 * 1.3846154)))); c_1 = (_e13 + (_e20.xyz * 0.3162162)); vec3 _e25 = c_1; vec4 _e32 = texture(_group_0_binding_1_fs, vec2((i_1.uv - (d_2 * 1.3846154)))); c_1 = (_e25 + (_e32.xyz * 0.3162162)); vec3 _e37 = c_1; vec4 _e44 = texture(_group_0_binding_1_fs, vec2((i_1.uv + (d_2 * 3.2307692)))); c_1 = (_e37 + (_e44.xyz * 0.0702703)); vec3 _e49 = c_1; vec4 _e56 = texture(_group_0_binding_1_fs, vec2((i_1.uv - (d_2 * 3.2307692)))); c_1 = (_e49 + (_e56.xyz * 0.0702703)); vec3 _e61 = c_1; _fs2p_location0 = vec4(_e61, 1.0); return; } fs_blurAmain‹8#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; layout(std140) uniform P_block_0Fragment { P _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 mk3_(vec4 s) { float _e10 = _group_0_binding_0_fs.c.x; return ((_e10 > 0.5) ? vec3(s.w) : vec3(s.x, s.y, s.w)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } vec3 fxaa(vec2 uv_1, vec2 px) { vec2 dir = vec2(0.0); bool local_1 = false; vec4 _e5 = textureLod(_group_0_binding_1_fs, vec2(uv_1), 0.0); vec3 cM = _e5.xyz; vec4 _e16 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), -(px.y)))), 0.0); float _e18 = lumT(_e16.xyz); vec4 _e27 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, -(px.y)))), 0.0); float _e29 = lumT(_e27.xyz); vec4 _e38 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), px.y))), 0.0); float _e40 = lumT(_e38.xyz); vec4 _e48 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, px.y))), 0.0); float _e50 = lumT(_e48.xyz); float _e51 = lumT(cM); float lMin = min(_e51, min(min(_e18, _e29), min(_e40, _e50))); float lMax = max(_e51, max(max(_e18, _e29), max(_e40, _e50))); if (((lMax - lMin) < max(0.03, (lMax * 0.12)))) { return cM; } dir = vec2(-(((_e18 + _e29) - (_e40 + _e50))), ((_e18 + _e40) - (_e29 + _e50))); float red = max((((((_e18 + _e29) + _e40) + _e50) * 0.25) * 0.125), 0.0078125); float _e85 = dir.x; float _e88 = dir.y; float rcp = (1.0 / (min(abs(_e85), abs(_e88)) + red)); vec2 _e94 = dir; dir = (clamp((_e94 * rcp), vec2(-8.0), vec2(8.0)) * px); vec2 _e104 = dir; vec4 _e109 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e104 * -0.16666667))), 0.0); vec2 _e113 = dir; vec4 _e118 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e113 * 0.16666667))), 0.0); vec3 a_1 = (0.5 * (_e109.xyz + _e118.xyz)); vec2 _e127 = dir; vec4 _e132 = textureLod(_group_0_binding_1_fs, vec2((uv_1 - (_e127 * 0.5))), 0.0); vec2 _e136 = dir; vec4 _e141 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e136 * 0.5))), 0.0); vec3 b = ((a_1 * 0.5) + (0.25 * (_e132.xyz + _e141.xyz))); float _e147 = lumT(b); if (!((_e147 < lMin))) { local_1 = (_e147 > lMax); } else { local_1 = true; } bool _e154 = local_1; return (_e154 ? a_1 : b); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov)) + (off * cov)), max(_e57, ((edge * cov) - (lowSide * 0.35))), max(_e64, (spec * cov))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init = true; while(true) { if (!loop_init) { int _e131 = L; L = (_e131 + 1); } loop_init = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e334 = dc; dc = (_e334 + 1); } loop_init_1 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f = fract(q_4); vec2 u_1 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e89 = dy; dy = (_e89 + 1); } loop_init_2 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e86 = dx; dx = (_e86 + 1); } loop_init_3 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd) * (0.6 + _e59.y)))); } bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_4 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_2 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_2), sin(a_2)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } void main() { VOut i_2 = VOut(gl_FragCoord, _vs2fs_location0); vec3 a = vec3(0.0); vec4 _e3 = _group_0_binding_0_fs.b; vec2 d_2 = _e3.xy; vec4 _e8 = texture(_group_0_binding_1_fs, vec2(i_2.uv)); vec3 _e9 = mk3_(_e8); a = (_e9 * 0.227027); vec3 _e13 = a; vec4 _e20 = texture(_group_0_binding_1_fs, vec2((i_2.uv + (d_2 * 1.3846154)))); vec3 _e21 = mk3_(_e20); a = (_e13 + (_e21 * 0.3162162)); vec3 _e25 = a; vec4 _e32 = texture(_group_0_binding_1_fs, vec2((i_2.uv - (d_2 * 1.3846154)))); vec3 _e33 = mk3_(_e32); a = (_e25 + (_e33 * 0.3162162)); vec3 _e37 = a; vec4 _e44 = texture(_group_0_binding_1_fs, vec2((i_2.uv + (d_2 * 3.2307692)))); vec3 _e45 = mk3_(_e44); a = (_e37 + (_e45 * 0.0702703)); vec3 _e49 = a; vec4 _e56 = texture(_group_0_binding_1_fs, vec2((i_2.uv - (d_2 * 3.2307692)))); vec3 _e57 = mk3_(_e56); a = (_e49 + (_e57 * 0.0702703)); float _e64 = a.y; float _e68 = _group_0_binding_0_fs.c.y; float _e73 = a.z; _fs2p_location0 = vec4(_e9.x, ((_e68 > 0.5) ? _e64 : _e9.y), 0.0, _e73); return; } fs_lensmain¤<#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; layout(std140) uniform P_block_0Fragment { P _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 mk3_(vec4 s) { float _e10 = _group_0_binding_0_fs.c.x; return ((_e10 > 0.5) ? vec3(s.w) : vec3(s.x, s.y, s.w)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } vec3 fxaa(vec2 uv_1, vec2 px) { vec2 dir = vec2(0.0); bool local_1 = false; vec4 _e5 = textureLod(_group_0_binding_1_fs, vec2(uv_1), 0.0); vec3 cM = _e5.xyz; vec4 _e16 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), -(px.y)))), 0.0); float _e18 = lumT(_e16.xyz); vec4 _e27 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, -(px.y)))), 0.0); float _e29 = lumT(_e27.xyz); vec4 _e38 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), px.y))), 0.0); float _e40 = lumT(_e38.xyz); vec4 _e48 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, px.y))), 0.0); float _e50 = lumT(_e48.xyz); float _e51 = lumT(cM); float lMin = min(_e51, min(min(_e18, _e29), min(_e40, _e50))); float lMax = max(_e51, max(max(_e18, _e29), max(_e40, _e50))); if (((lMax - lMin) < max(0.03, (lMax * 0.12)))) { return cM; } dir = vec2(-(((_e18 + _e29) - (_e40 + _e50))), ((_e18 + _e40) - (_e29 + _e50))); float red = max((((((_e18 + _e29) + _e40) + _e50) * 0.25) * 0.125), 0.0078125); float _e85 = dir.x; float _e88 = dir.y; float rcp = (1.0 / (min(abs(_e85), abs(_e88)) + red)); vec2 _e94 = dir; dir = (clamp((_e94 * rcp), vec2(-8.0), vec2(8.0)) * px); vec2 _e104 = dir; vec4 _e109 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e104 * -0.16666667))), 0.0); vec2 _e113 = dir; vec4 _e118 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e113 * 0.16666667))), 0.0); vec3 a_1 = (0.5 * (_e109.xyz + _e118.xyz)); vec2 _e127 = dir; vec4 _e132 = textureLod(_group_0_binding_1_fs, vec2((uv_1 - (_e127 * 0.5))), 0.0); vec2 _e136 = dir; vec4 _e141 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e136 * 0.5))), 0.0); vec3 b = ((a_1 * 0.5) + (0.25 * (_e132.xyz + _e141.xyz))); float _e147 = lumT(b); if (!((_e147 < lMin))) { local_1 = (_e147 > lMax); } else { local_1 = true; } bool _e154 = local_1; return (_e154 ? a_1 : b); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov)) + (off * cov)), max(_e57, ((edge * cov) - (lowSide * 0.35))), max(_e64, (spec * cov))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init = true; while(true) { if (!loop_init) { int _e131 = L; L = (_e131 + 1); } loop_init = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e334 = dc; dc = (_e334 + 1); } loop_init_1 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f = fract(q_4); vec2 u_1 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e89 = dy; dy = (_e89 + 1); } loop_init_2 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e86 = dx; dx = (_e86 + 1); } loop_init_3 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd) * (0.6 + _e59.y)))); } bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_4 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_2 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_2), sin(a_2)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } void main() { VOut i_3 = VOut(gl_FragCoord, _vs2fs_location0); vec3 glow = vec3(0.0); int k = 0; vec3 add = vec3(0.0); vec3 gh = vec3(0.0); vec4 _e3 = _group_0_binding_0_fs.a; vec2 px_1 = _e3.xy; float asp = (px_1.y / px_1.x); vec4 _e12 = textureLod(_group_0_binding_1_fs, vec2(i_3.uv), 0.0); vec3 base = _e12.xyz; bool loop_init_5 = true; while(true) { if (!loop_init_5) { int _e52 = k; k = (_e52 + 1); } loop_init_5 = false; int _e19 = k; if ((_e19 < 14)) { } else { break; } { int _e22 = k; float a_3 = (float(_e22) * 2.39996); int _e26 = k; float rr_1 = (0.025 + (0.2 * sqrt(((float(_e26) + 0.5) / 14.0)))); vec3 _e37 = glow; vec4 _e48 = textureLod(_group_0_binding_1_fs, vec2((i_3.uv + (vec2((cos(a_3) / asp), sin(a_3)) * rr_1))), 0.0); glow = (_e37 + _e48.xyz); } } vec3 _e54 = glow; glow = (_e54 / vec3(14.0)); vec3 _e59 = lensDirt(i_3.uv, asp); float _e76 = threatClear(i_3.uv); float mid = (mix(0.3, 1.0, smoothstep(0.1, 0.55, length(((i_3.uv - vec2(0.5, 0.45)) * vec2(asp, 1.0))))) * mix(0.15, 1.0, _e76)); vec3 _e81 = glow; add = min((((_e81 * _e59) * 1.6) * mid), vec3(0.8)); vec2 gc = (vec2(0.5) - i_3.uv); vec4 _e102 = textureLod(_group_0_binding_1_fs, vec2((vec2(0.5) + (gc * 0.55))), 0.0); gh = (_e102.xyz * vec3(0.35, 0.9, 1.0)); vec3 _e110 = gh; vec4 _e119 = textureLod(_group_0_binding_1_fs, vec2((vec2(0.5) + (gc * 1.4))), 0.0); gh = (_e110 + ((_e119.xyz * vec3(1.0, 0.45, 0.8)) * 0.6)); vec3 _e129 = gh; vec4 _e138 = textureLod(_group_0_binding_1_fs, vec2((vec2(0.5) - (gc * 0.28))), 0.0); gh = (_e129 + ((_e138.xyz * vec3(0.9, 0.8, 0.4)) * 0.5)); vec3 _e148 = add; vec3 _e149 = gh; add = (_e148 + (_e149 * 0.18)); vec3 _e153 = add; float _e157 = _group_0_binding_0_fs.k.w; float _e162 = _group_0_binding_0_fs.b.z; _fs2p_location0 = vec4((base + ((_e153 * _e157) / vec3(max(_e162, 0.1)))), 1.0); return; } fs_auxmainj:#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; layout(std140) uniform P_block_0Fragment { P _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_2_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 mk3_(vec4 s) { float _e10 = _group_0_binding_0_fs.c.x; return ((_e10 > 0.5) ? vec3(s.w) : vec3(s.x, s.y, s.w)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov)) + (off * cov)), max(_e57, ((edge * cov) - (lowSide * 0.35))), max(_e64, (spec * cov))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init = true; while(true) { if (!loop_init) { int _e131 = L; L = (_e131 + 1); } loop_init = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e334 = dc; dc = (_e334 + 1); } loop_init_1 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f = fract(q_4); vec2 u_1 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e89 = dy; dy = (_e89 + 1); } loop_init_2 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e86 = dx; dx = (_e86 + 1); } loop_init_3 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd) * (0.6 + _e59.y)))); } bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_4 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_1 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_1), sin(a_1)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } float nearSearch(vec2 uv_7, vec2 tdimB, float kdof, float focus) { float nearC_1 = 0.0; int k_4 = 0; bool loop_init_5 = true; while(true) { if (!loop_init_5) { int _e66 = k_4; k_4 = (_e66 + 1); } loop_init_5 = false; int _e8 = k_4; if ((_e8 < 12)) { } else { break; } { int _e11 = k_4; int _e15 = k_4; float a_2 = ((float(_e11) * 0.5236) + ((_e15 >= 6) ? 0.2618 : 0.0)); int _e22 = k_4; float rr_1 = (((_e22 & 1) == 1) ? 12.0 : 6.0); vec2 o_1 = ((vec2(cos(a_2), sin(a_2)) * rr_1) * kdof); vec4 _e46 = texelFetch(_group_0_binding_2_fs, ivec2(clamp(((uv_7 * tdimB) + o_1), vec2(0.0), (tdimB - vec2(1.0)))), 0); float dk = abs(_e46.w); float _e49 = nearC_1; int _e55 = k_4; nearC_1 = max(_e49, (smoothstep((focus * 0.74), (focus * 0.4), dk) * (((_e55 & 1) == 1) ? 0.6 : 0.85))); } } float _e68 = nearC_1; return _e68; } float aoAt(vec2 uv_8, float dep) { float occ = 0.0; int k_5 = 0; float d1_ = 0.0; float d2_ = 0.0; vec2 tdim = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float kk = (tdim.y / 720.0); float rp = clamp(((260.0 * kk) / max(dep, 1.0)), (2.0 * kk), (14.0 * kk)); bool loop_init_6 = true; while(true) { if (!loop_init_6) { int _e109 = k_5; k_5 = (_e109 + 1); } loop_init_6 = false; int _e22 = k_5; if ((_e22 < 12)) { } else { break; } { int _e25 = k_5; float a_3 = ((float(_e25) * 0.2618) + 0.39); int _e31 = k_5; float rr_2 = (rp * (0.3 + (0.7 * fract(((float(_e31) * 0.618034) + 0.17))))); vec2 o_2 = (vec2(cos(a_3), sin(a_3)) * rr_2); vec4 _e58 = texelFetch(_group_0_binding_2_fs, ivec2(clamp(((uv_8 * tdim) + o_2), vec2(0.0), (tdim - vec2(1.0)))), 0); d1_ = _e58.w; vec4 _e72 = texelFetch(_group_0_binding_2_fs, ivec2(clamp(((uv_8 * tdim) - o_2), vec2(0.0), (tdim - vec2(1.0)))), 0); d2_ = _e72.w; float _e75 = d1_; d1_ = abs(_e75); float _e77 = d2_; d2_ = abs(_e77); float _e79 = d1_; float e1_ = (dep - _e79); float _e81 = d2_; float e2_ = (dep - _e81); float crease = ((e1_ + e2_) / max((dep * 0.02), 0.05)); float inRange = ((1.0 - smoothstep(0.6, 1.8, abs(e1_))) * (1.0 - smoothstep(0.6, 1.8, abs(e2_)))); float _e102 = occ; occ = (_e102 + (smoothstep(0.15, 1.6, crease) * inRange)); } } float _e111 = occ; occ = (_e111 * 0.62); float _e114 = occ; float ao_1 = clamp((1.0 - ((_e114 / 8.0) * 1.05)), 0.5, 1.0); return ao_1; } void main() { VOut i_4 = VOut(gl_FragCoord, _vs2fs_location0); float ao = 1.0; vec2 tdimB_1 = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float kdof_1 = (tdimB_1.y / 720.0); vec4 _e18 = texelFetch(_group_0_binding_2_fs, ivec2(clamp((i_4.uv * tdimB_1), vec2(0.0), (tdimB_1 - vec2(1.0)))), 0); float dep_1 = abs(_e18.w); float _e24 = _group_0_binding_0_fs.g.w; float focus_1 = max(_e24, 5.0); if ((dep_1 < 900.0)) { float _e32 = aoAt(i_4.uv, dep_1); ao = _e32; } float _e34 = nearSearch(i_4.uv, tdimB_1, kdof_1, focus_1); float _e35 = ao; _fs2p_location0 = vec4(_e34, _e35, 0.0, 1.0); return; } fs_finalmain‹†#version 300 es precision highp float; precision highp int; struct P { vec4 a; vec4 b; vec4 c; vec4 d; vec4 e; vec4 f; vec4 g; vec4 h; vec4 k; vec4 feet[32]; vec4 q; }; struct VOut { vec4 pos; vec2 uv; }; layout(std140) uniform P_block_0Fragment { P _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; uniform highp sampler2D _group_0_binding_2_fs; uniform highp sampler2D _group_0_binding_3_fs; uniform highp sampler2D _group_0_binding_5_fs; uniform highp sampler2D _group_0_binding_6_fs; uniform highp sampler2D _group_0_binding_7_fs; uniform highp sampler2D _group_1_binding_0_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c_2) { return dot(c_2, vec3(0.2126, 0.7152, 0.0722)); } vec3 mk3_(vec4 s) { float _e10 = _group_0_binding_0_fs.c.x; return ((_e10 > 0.5) ? vec3(s.w) : vec3(s.x, s.y, s.w)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } float lumT(vec3 c_3) { float l = dot(c_3, vec3(0.299, 0.587, 0.114)); return (l / (1.0 + l)); } vec3 fxaa(vec2 uv_1, vec2 px) { vec2 dir = vec2(0.0); bool local_1 = false; vec4 _e5 = textureLod(_group_0_binding_1_fs, vec2(uv_1), 0.0); vec3 cM = _e5.xyz; vec4 _e16 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), -(px.y)))), 0.0); float _e18 = lumT(_e16.xyz); vec4 _e27 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, -(px.y)))), 0.0); float _e29 = lumT(_e27.xyz); vec4 _e38 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(-(px.x), px.y))), 0.0); float _e40 = lumT(_e38.xyz); vec4 _e48 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + vec2(px.x, px.y))), 0.0); float _e50 = lumT(_e48.xyz); float _e51 = lumT(cM); float lMin = min(_e51, min(min(_e18, _e29), min(_e40, _e50))); float lMax = max(_e51, max(max(_e18, _e29), max(_e40, _e50))); if (((lMax - lMin) < max(0.03, (lMax * 0.12)))) { return cM; } dir = vec2(-(((_e18 + _e29) - (_e40 + _e50))), ((_e18 + _e40) - (_e29 + _e50))); float red = max((((((_e18 + _e29) + _e40) + _e50) * 0.25) * 0.125), 0.0078125); float _e85 = dir.x; float _e88 = dir.y; float rcp = (1.0 / (min(abs(_e85), abs(_e88)) + red)); vec2 _e94 = dir; dir = (clamp((_e94 * rcp), vec2(-8.0), vec2(8.0)) * px); vec2 _e104 = dir; vec4 _e109 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e104 * -0.16666667))), 0.0); vec2 _e113 = dir; vec4 _e118 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e113 * 0.16666667))), 0.0); vec3 a_1 = (0.5 * (_e109.xyz + _e118.xyz)); vec2 _e127 = dir; vec4 _e132 = textureLod(_group_0_binding_1_fs, vec2((uv_1 - (_e127 * 0.5))), 0.0); vec2 _e136 = dir; vec4 _e141 = textureLod(_group_0_binding_1_fs, vec2((uv_1 + (_e136 * 0.5))), 0.0); vec3 b = ((a_1 * 0.5) + (0.25 * (_e132.xyz + _e141.xyz))); float _e147 = lumT(b); if (!((_e147 < lMin))) { local_1 = (_e147 > lMax); } else { local_1 = true; } bool _e154 = local_1; return (_e154 ? a_1 : b); } float hash(vec2 p) { vec2 q = vec2(0.0); q = fract((p * vec2(443.897, 441.423))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9.yx + vec2(19.19))))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return fract(((_e18 + _e20) * _e23)); } vec2 shadowAt(vec2 uv_2) { float s_1 = 1.0; int k_3 = 0; vec4 m_2 = texture(_group_0_binding_5_fs, vec2(uv_2)); if ((max(m_2.w, m_2.x) < 0.002)) { return vec2(0.0); } bool loop_init = true; while(true) { if (!loop_init) { int _e41 = k_3; k_3 = (_e41 + 1); } loop_init = false; int _e15 = k_3; if ((_e15 < 32)) { } else { break; } { int _e20 = k_3; vec4 f = _group_0_binding_0_fs.feet[_e20]; if ((f.w < 0.5)) { continue; } vec4 _e30 = _group_0_binding_0_fs.a; float dd = (length(((uv_2 - f.xy) / _e30.xy)) / max(f.z, 1.0)); float _e38 = s_1; s_1 = min(_e38, dd); } } float _e43 = s_1; float wideR = (smoothstep(0.35, 1.0, _e43) * 2.2); vec4 _e51 = _group_0_binding_0_fs.e; vec2 o_1 = ((_e51.yz * wideR) * 2.0); vec4 _e66 = textureLod(_group_0_binding_5_fs, vec2((uv_2 + vec2(o_1.x, o_1.y))), 0.0); vec4 _e79 = textureLod(_group_0_binding_5_fs, vec2((uv_2 + vec2(-(o_1.x), o_1.y))), 0.0); vec4 _e92 = textureLod(_group_0_binding_5_fs, vec2((uv_2 + vec2(o_1.x, -(o_1.y)))), 0.0); vec4 _e106 = textureLod(_group_0_binding_5_fs, vec2((uv_2 + vec2(-(o_1.x), -(o_1.y)))), 0.0); float wide = (((((m_2.w * 0.2) + (_e66.w * 0.2)) + (_e79.w * 0.2)) + (_e92.w * 0.2)) + (_e106.w * 0.2)); float _e113 = s_1; float near = mix(m_2.x, m_2.y, smoothstep(0.0, 0.22, _e113)); float _e118 = s_1; float cov = mix(near, wide, smoothstep(0.12, 0.7, _e118)); float _e123 = s_1; float dark = mix(1.0, 0.48, smoothstep(0.05, 0.95, _e123)); float _e130 = s_1; float contact = (near * (1.0 - smoothstep(0.04, 0.2, _e130))); return vec2(clamp((cov * dark), 0.0, 1.0), clamp(contact, 0.0, 1.0)); } float h21_(vec2 q_1) { return fract((sin(dot(q_1, vec2(127.1, 311.7))) * 43758.547)); } vec2 h22_(vec2 q_2) { return fract((sin(vec2(dot(q_2, vec2(127.1, 311.7)), dot(q_2, vec2(269.5, 183.3)))) * 43758.547)); } void dropAt(vec2 q_3, vec2 c_4, vec2 r, inout vec4 acc_1) { vec2 d = ((q_3 - c_4) / r); float l2_ = dot(d, d); if ((l2_ >= 1.0)) { return; } float l_1 = sqrt(l2_); float hgt = sqrt((1.0 - l2_)); vec2 off = ((-(d) * r) * 1.55); float edge = smoothstep(0.62, 1.0, l_1); float lowSide = (smoothstep(-0.1, 0.8, d.y) * (1.0 - edge)); float spec = (smoothstep(0.32, 0.0, length((d - vec2(-0.34, -0.42)))) + (0.35 * smoothstep(0.2, 0.0, length((d - vec2(0.3, 0.45)))))); float cov_1 = smoothstep(1.0, 0.86, l_1); vec4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = vec4(((_e49.xy * (1.0 - cov_1)) + (off * cov_1)), max(_e57, ((edge * cov_1) - (lowSide * 0.35))), max(_e64, (spec * cov_1))); return; } float threatE(vec2 uv_3) { return length(((uv_3 - vec2(0.5, 0.75)) / vec2(0.24, 0.3))); } float threatClear(vec2 uv_4) { float _e1 = threatE(uv_4); return smoothstep(0.8, 1.25, _e1); } vec4 lensWater(vec2 uv_5, float aspect, float t_1, float wet) { vec4 acc_2 = vec4(0.0); int L = 0; int dc = -1; bool local_2 = false; bool local_3 = false; float _e7 = threatE(uv_5); if ((_e7 < 0.6)) { vec4 _e10 = acc_2; return _e10; } vec2 q_6 = vec2((uv_5.x * aspect), uv_5.y); bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e131 = L; L = (_e131 + 1); } loop_init_1 = false; int _e17 = L; if ((_e17 < 2)) { } else { break; } { int _e20 = L; float cs_1 = ((_e20 == 1) ? 0.03 : 0.075); int _e26 = L; float rmax = ((_e26 == 1) ? 0.34 : 0.42); float ctr = smoothstep(0.12, 0.6, length(((uv_5 - vec2(0.5, 0.45)) * vec2(aspect, 1.0)))); int _e43 = L; float dens_1 = ((((_e43 == 1) ? 0.3 : 0.24) * wet) * mix(0.3, 1.0, ctr)); vec2 cell = floor((q_6 / vec2(cs_1))); int _e57 = L; vec2 _e63 = h22_((cell + vec2((float(_e57) * 17.0)))); float per = (5.0 + (_e63.x * 7.0)); float ph = ((t_1 / per) + _e63.y); float cyc = floor(ph); float u = (ph - cyc); int _e80 = L; vec2 _e86 = h22_(((cell + vec2((cyc * 3.1), (cyc * 1.7))) + vec2((float(_e80) * 31.0)))); vec2 c_5 = (((cell + vec2(0.5)) + ((_e86 - vec2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1); float _e105 = threatClear(vec2((c_5.x / aspect), c_5.y)); if ((_e86.x < (dens_1 * _e105))) { float r_1 = ((((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * smoothstep(0.0, 0.08, u)) * (1.0 - smoothstep(0.7, 1.0, u))); if ((r_1 > 0.0005)) { dropAt(q_6, c_5, vec2(r_1, (r_1 * 0.92)), acc_2); } } } } bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e334 = dc; dc = (_e334 + 1); } loop_init_2 = false; int _e136 = dc; if ((_e136 <= 1)) { } else { break; } { int _e142 = dc; float col_1 = (floor((q_6.x / 0.06)) + float(_e142)); vec2 _e147 = h22_(vec2(col_1, 7.0)); if ((_e147.x < (wet * 0.32))) { float sp = (0.06 + (_e147.y * 0.12)); float tt = ((t_1 * sp) + (_e147.x * 13.0)); float yb = (tt + (0.04 * sin(((tt * 9.0) + (_e147.y * 6.0))))); float y = ((fract(yb) * 1.35) - 0.2); float x0_ = (((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06); float wob = ((0.004 * sin(((q_6.y * 40.0) + (_e147.x * 20.0)))) + (0.003 * sin(((q_6.y * 97.0) + (_e147.y * 9.0))))); float hx = (x0_ + (0.004 * sin(((y * 40.0) + (_e147.x * 20.0))))); float _e222 = threatClear(vec2((hx / aspect), y)); float r_2 = ((0.011 + (0.007 * _e147.y)) * _e222); if ((r_2 > 0.0005)) { dropAt(q_6, vec2(hx, y), vec2(r_2, (r_2 * 1.35)), acc_2); } float above = (y - q_6.y); if ((above > 0.0)) { local_2 = (above < 0.32); } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = (r_2 > 0.0005); } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = (q_6.x - (x0_ + wob)); float tw = ((r_2 * 0.38) * (1.0 - (above / 0.32))); float tr = (1.0 - smoothstep((tw * 0.5), tw, abs(tx))); if ((tr > 0.0)) { float k_6 = (tr * (1.0 - (above / 0.32))); vec4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = vec4((_e269.xy + (vec2((-(tx) * 0.9), 0.0) * k_6)), max(_e279, (k_6 * 0.25)), max(_e284, ((k_6 * 0.18) * smoothstep(0.0, tw, (-(tx) + (tw * 0.4)))))); } float bc = floor((above / 0.045)); float _e300 = h21_(vec2(col_1, bc)); float by = (y - ((bc + 0.5) * 0.045)); float _e308 = threatClear(vec2((x0_ / aspect), by)); if ((_e300 < (0.5 * _e308))) { dropAt(q_6, vec2((x0_ + (0.004 * sin(((by * 40.0) + (_e147.x * 20.0))))), by), (vec2((r_2 * 0.38), (r_2 * 0.38)) * (1.0 - (above / 0.32))), acc_2); } } } } } vec4 _e336 = acc_2; return (_e336 * vec4(1.0, 1.0, wet, wet)); } float vnoise(vec2 q_4) { vec2 i_6 = floor(q_4); vec2 f_1 = fract(q_4); vec2 u_1 = ((f_1 * f_1) * (vec2(3.0) - (2.0 * f_1))); float _e10 = h21_(i_6); float _e15 = h21_((i_6 + vec2(1.0, 0.0))); float _e22 = h21_((i_6 + vec2(0.0, 1.0))); float _e27 = h21_((i_6 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_1.x), mix(_e22, _e27, u_1.x), u_1.y); } vec3 bokehLayer(vec2 q_5, float cs, float dens, float seed) { vec3 m = vec3(0.0); int dy = -1; int dx = 0; vec2 cell_1 = floor((q_5 / vec2(cs))); bool loop_init_3 = true; while(true) { if (!loop_init_3) { int _e89 = dy; dy = (_e89 + 1); } loop_init_3 = false; int _e12 = dy; if ((_e12 <= 1)) { } else { break; } { dx = -1; bool loop_init_4 = true; while(true) { if (!loop_init_4) { int _e86 = dx; dx = (_e86 + 1); } loop_init_4 = false; int _e17 = dx; if ((_e17 <= 1)) { } else { break; } { int _e20 = dx; int _e22 = dy; vec2 cc = (cell_1 + vec2(float(_e20), float(_e22))); vec2 _e28 = h22_((cc + vec2(seed))); if ((_e28.x > dens)) { continue; } vec2 _e38 = h22_((((cc * 1.7) + vec2(seed)) + vec2(5.0))); vec2 c_6 = ((cc + _e38) * cs); float r_3 = (cs * (0.35 + (0.65 * _e28.y))); float d_1 = length((q_5 - c_6)); vec3 rr = vec3((r_3 * 1.012), r_3, (r_3 * 0.988)); vec3 disc = smoothstep(rr, (rr * 0.9), vec3(d_1)); vec3 rim = (smoothstep((rr * 0.72), (rr * 0.97), vec3(d_1)) * disc); vec3 _e65 = m; m = (_e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * fract(((_e28.x * 7.13) + (_e28.y * 3.7))))))); } } } } vec3 _e91 = m; return _e91; } vec3 lensDirt(vec2 uv_6, float aspect_1) { vec3 m_1 = vec3(0.0); int s_2 = 0; vec2 q_7 = vec2((uv_6.x * aspect_1), uv_6.y); vec3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); vec3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = ((_e9 * 0.8) + (_e15 * 0.55)); vec2 sq = ((mat2x2(vec2(0.8, -0.6), vec2(0.6, 0.8)) * q_7) * vec2(2.2, 7.0)); float _e32 = vnoise(sq); float _e40 = vnoise(((sq * 2.3) + vec2(4.0))); float sm = ((_e32 * 0.6) + (_e40 * 0.4)); vec3 _e44 = m_1; m_1 = (_e44 + vec3((smoothstep(0.55, 0.85, sm) * 0.5))); vec2 dc_1 = floor((q_7 / vec2(0.012))); vec2 _e59 = h22_((dc_1 + vec2(41.0))); if ((_e59.x < 0.07)) { float dd_1 = length((q_7 - (((dc_1 + vec2(0.25)) + (0.5 * _e59)) * 0.012))); vec3 _e73 = m_1; m_1 = (_e73 + vec3((smoothstep(0.004, 0.0, dd_1) * (0.6 + _e59.y)))); } bool loop_init_5 = true; while(true) { if (!loop_init_5) { int _e132 = s_2; s_2 = (_e132 + 1); } loop_init_5 = false; int _e85 = s_2; if ((_e85 < 3)) { } else { break; } { int _e88 = s_2; vec2 _e92 = h22_(vec2(float(_e88), 91.0)); float a_2 = (_e92.x * 3.14159); vec2 nrm = vec2(cos(a_2), sin(a_2)); vec2 c_7 = vec2((_e92.x * aspect_1), _e92.y); float dl = abs((dot((q_7 - c_7), nrm) + (0.6 * dot((q_7 - c_7), (q_7 - c_7))))); float along = abs(dot((q_7 - c_7), vec2(-(nrm.y), nrm.x))); vec3 _e119 = m_1; m_1 = (_e119 + vec3(((smoothstep(0.0022, 0.0, dl) * smoothstep(0.25, 0.05, along)) * 0.6))); } } vec3 _e134 = m_1; return _e134; } float nearSearch(vec2 uv_7, vec2 tdimB, float kdof, float focus) { float nearC_1 = 0.0; int k_4 = 0; bool loop_init_6 = true; while(true) { if (!loop_init_6) { int _e66 = k_4; k_4 = (_e66 + 1); } loop_init_6 = false; int _e8 = k_4; if ((_e8 < 12)) { } else { break; } { int _e11 = k_4; int _e15 = k_4; float a_3 = ((float(_e11) * 0.5236) + ((_e15 >= 6) ? 0.2618 : 0.0)); int _e22 = k_4; float rr_1 = (((_e22 & 1) == 1) ? 12.0 : 6.0); vec2 o_2 = ((vec2(cos(a_3), sin(a_3)) * rr_1) * kdof); vec4 _e46 = texelFetch(_group_0_binding_2_fs, ivec2(clamp(((uv_7 * tdimB) + o_2), vec2(0.0), (tdimB - vec2(1.0)))), 0); float dk = abs(_e46.w); float _e49 = nearC_1; int _e55 = k_4; nearC_1 = max(_e49, (smoothstep((focus * 0.74), (focus * 0.4), dk) * (((_e55 & 1) == 1) ? 0.6 : 0.85))); } } float _e68 = nearC_1; return _e68; } float aoAt(vec2 uv_8, float dep) { float occ = 0.0; int k_5 = 0; float d1_ = 0.0; float d2_ = 0.0; vec2 tdim = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float kk = (tdim.y / 720.0); float rp = clamp(((260.0 * kk) / max(dep, 1.0)), (2.0 * kk), (14.0 * kk)); bool loop_init_7 = true; while(true) { if (!loop_init_7) { int _e109 = k_5; k_5 = (_e109 + 1); } loop_init_7 = false; int _e22 = k_5; if ((_e22 < 12)) { } else { break; } { int _e25 = k_5; float a_4 = ((float(_e25) * 0.2618) + 0.39); int _e31 = k_5; float rr_2 = (rp * (0.3 + (0.7 * fract(((float(_e31) * 0.618034) + 0.17))))); vec2 o_3 = (vec2(cos(a_4), sin(a_4)) * rr_2); vec4 _e58 = texelFetch(_group_0_binding_2_fs, ivec2(clamp(((uv_8 * tdim) + o_3), vec2(0.0), (tdim - vec2(1.0)))), 0); d1_ = _e58.w; vec4 _e72 = texelFetch(_group_0_binding_2_fs, ivec2(clamp(((uv_8 * tdim) - o_3), vec2(0.0), (tdim - vec2(1.0)))), 0); d2_ = _e72.w; float _e75 = d1_; d1_ = abs(_e75); float _e77 = d2_; d2_ = abs(_e77); float _e79 = d1_; float e1_ = (dep - _e79); float _e81 = d2_; float e2_ = (dep - _e81); float crease = ((e1_ + e2_) / max((dep * 0.02), 0.05)); float inRange = ((1.0 - smoothstep(0.6, 1.8, abs(e1_))) * (1.0 - smoothstep(0.6, 1.8, abs(e2_)))); float _e102 = occ; occ = (_e102 + (smoothstep(0.15, 1.6, crease) * inRange)); } } float _e111 = occ; occ = (_e111 * 0.62); float _e114 = occ; float ao_1 = clamp((1.0 - ((_e114 / 8.0) * 1.05)), 0.5, 1.0); return ao_1; } void main() { VOut i_5 = VOut(gl_FragCoord, _vs2fs_location0); vec2 uv = vec2(0.0); vec4 lw = vec4(0.0); vec3 col = vec3(0.0); vec4 ax = vec4(0.0, 1.0, 0.0, 0.0); float nearC = 0.0; vec3 acc = vec3(0.0); float wsum = 0.0; int k_1 = 0; vec3 streak = vec3(0.0); int k_2 = 1; vec3 crgb = vec3(0.0); bool local = false; float toward = 0.0; float away = 0.0; int t = 1; vec3 v = vec3(0.0); vec4 _e3 = _group_0_binding_0_fs.a; vec2 px_1 = _e3.xy; uv = i_5.uv; float _e13 = _group_0_binding_0_fs.k.w; if ((_e13 > 0.01)) { float _e23 = _group_0_binding_0_fs.a.w; float _e27 = _group_0_binding_0_fs.k.w; vec4 _e28 = lensWater(i_5.uv, (px_1.y / px_1.x), _e23, _e27); lw = _e28; vec4 _e30 = lw; uv = clamp((i_5.uv + _e30.xy), vec2(0.0), vec2(1.0)); } vec2 _e38 = uv; vec2 cdir = (_e38 - vec2(0.5)); float _e45 = _group_0_binding_0_fs.d.w; float _e49 = _group_0_binding_0_fs.c.x; float ab = (_e45 + (_e49 * 0.004)); vec2 _e53 = uv; vec3 _e54 = fxaa(_e53, px_1); col = _e54; if ((ab > 0.0004)) { vec2 _e60 = uv; vec4 _e62 = textureLod(_group_0_binding_1_fs, vec2(_e60), 0.0); vec3 c0_ = _e62.xyz; float _e65 = col.x; vec2 _e68 = uv; vec4 _e72 = textureLod(_group_0_binding_1_fs, vec2((_e68 - (cdir * ab))), 0.0); col.x = (_e65 + (_e72.x - c0_.x)); float _e78 = col.z; vec2 _e81 = uv; vec4 _e85 = textureLod(_group_0_binding_1_fs, vec2((_e81 + (cdir * ab))), 0.0); col.z = (_e78 + (_e85.z - c0_.z)); vec3 _e90 = col; col = max(_e90, vec3(0.0)); } vec2 tdimB_1 = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float kdof_1 = (tdimB_1.y / 720.0); vec2 _e101 = uv; vec4 _e111 = texelFetch(_group_0_binding_2_fs, ivec2(clamp((_e101 * tdimB_1), vec2(0.0), (tdimB_1 - vec2(1.0)))), 0); float dep_1 = abs(_e111.w); float _e117 = _group_0_binding_0_fs.g.w; float focus_1 = max(_e117, 5.0); float farC = (smoothstep((focus_1 * 1.1), (focus_1 * 2.4), dep_1) * 7.0); float _e130 = _group_0_binding_0_fs.q.x; bool fast = (_e130 > 0.5); if (fast) { vec2 _e143 = uv; vec4 _e145 = textureLod(_group_1_binding_0_fs, vec2(_e143), 0.0); ax = _e145; float _e147 = ax.x; nearC = _e147; } else { vec2 _e148 = uv; float _e149 = nearSearch(_e148, tdimB_1, kdof_1, focus_1); nearC = _e149; } float _e150 = nearC; nearC = max(_e150, smoothstep((focus_1 * 0.74), (focus_1 * 0.4), dep_1)); float _e160 = _group_0_binding_0_fs.b.x; float wetK = clamp(_e160, 0.0, 1.0); float _e167 = _group_0_binding_0_fs.f.x; float _e169 = nearC; float _e180 = _group_0_binding_0_fs.f.x; float coc = (max((farC * _e167), (((_e169 * 12.0) * (1.0 - (0.45 * wetK))) * step(0.001, _e180))) * kdof_1); if ((coc > 0.4)) { float hk = (wetK * 0.6); vec3 _e190 = col; float _e191 = luma(_e190); float w0_ = (1.0 / (1.0 + (_e191 * hk))); vec3 _e197 = col; acc = (_e197 * w0_); wsum = w0_; bool loop_init_8 = true; while(true) { if (!loop_init_8) { int _e242 = k_1; k_1 = (_e242 + 1); } loop_init_8 = false; int _e203 = k_1; if ((_e203 < 24)) { } else { break; } { int _e206 = k_1; float a_5 = (float(_e206) * 2.39996); int _e210 = k_1; float rr_3 = (sqrt(((float(_e210) + 0.5) / 24.0)) * coc); vec2 _e220 = uv; vec4 _e228 = textureLod(_group_0_binding_1_fs, vec2((_e220 + ((vec2(cos(a_5), sin(a_5)) * px_1) * rr_3))), 0.0); vec3 sc = _e228.xyz; float _e230 = luma(sc); float wk = (1.0 / (1.0 + (_e230 * hk))); vec3 _e236 = acc; acc = (_e236 + (sc * wk)); float _e239 = wsum; wsum = (_e239 + wk); } } vec3 _e244 = acc; float _e245 = wsum; col = (_e244 / vec3(_e245)); } if ((dep_1 < 900.0)) { if (fast) { vec3 _e250 = col; float _e252 = ax.y; col = (_e250 * _e252); } else { vec3 _e254 = col; vec2 _e255 = uv; float _e256 = aoAt(_e255, dep_1); col = (_e254 * _e256); } } vec2 _e258 = uv; vec2 _e259 = shadowAt(_e258); float sh = _e259.x; vec3 _e261 = col; float _e262 = luma(_e261); float lit = smoothstep(0.02, 0.4, _e262); vec3 _e266 = col; float _e270 = _group_0_binding_0_fs.e.x; col = (_e266 * (1.0 - ((sh * _e270) * mix(0.5, 1.0, lit)))); vec3 _e279 = col; col = (_e279 * (1.0 - ((_e259.y * 0.42) * (1.0 - lit)))); float w_1 = _group_0_binding_0_fs.c.z; vec2 _e295 = uv; vec4 nd0_ = texture(_group_0_binding_2_fs, vec2(_e295)); vec2 _e299 = uv; vec4 n1_ = texture(_group_0_binding_2_fs, vec2((_e299 + vec2((px_1.x * w_1), 0.0)))); vec2 _e308 = uv; vec4 n2_ = texture(_group_0_binding_2_fs, vec2((_e308 - vec2((px_1.x * w_1), 0.0)))); vec2 _e317 = uv; vec4 n3_ = texture(_group_0_binding_2_fs, vec2((_e317 + vec2(0.0, (px_1.y * w_1))))); vec2 _e326 = uv; vec4 n4_ = texture(_group_0_binding_2_fs, vec2((_e326 - vec2(0.0, (px_1.y * w_1))))); float z0_ = max(abs(nd0_.w), 0.001); float dz = ((((abs((abs(n1_.w) - z0_)) + abs((abs(n2_.w) - z0_))) + abs((abs(n3_.w) - z0_))) + abs((abs(n4_.w) - z0_))) / z0_); float dn = ((((1.0 - dot(nd0_.xyz, n1_.xyz)) + (1.0 - dot(nd0_.xyz, n2_.xyz))) + (1.0 - dot(nd0_.xyz, n3_.xyz))) + (1.0 - dot(nd0_.xyz, n4_.xyz))); float ink = clamp((smoothstep(0.06, 0.14, dz) + smoothstep(0.35, 0.7, dn)), 0.0, 1.0); vec3 _e390 = col; col = mix(_e390, vec3(0.012, 0.01, 0.02), (ink * 0.92)); vec2 _e400 = uv; vec4 _e401 = texture(_group_0_binding_3_fs, vec2(_e400)); vec3 bloom = _e401.xyz; vec3 _e403 = col; float _e407 = _group_0_binding_0_fs.b.w; float _e412 = _group_0_binding_0_fs.b.z; col = ((_e403 * _e407) + (bloom * _e412)); bool loop_init_9 = true; while(true) { if (!loop_init_9) { int _e454 = k_2; k_2 = (_e454 + 1); } loop_init_9 = false; int _e420 = k_2; if ((_e420 <= 6)) { } else { break; } { int _e424 = k_2; vec2 o_4 = vec2(((px_1.x * float(_e424)) * 14.0), 0.0); int _e431 = k_2; float wk_1 = (1.0 / float(_e431)); vec3 _e435 = streak; vec2 _e438 = uv; vec4 _e441 = textureLod(_group_0_binding_3_fs, vec2((_e438 + o_4)), 0.0); vec2 _e445 = uv; vec4 _e448 = textureLod(_group_0_binding_3_fs, vec2((_e445 - o_4)), 0.0); streak = (_e435 + ((_e441.xyz + _e448.xyz) * wk_1)); } } vec3 _e456 = col; vec3 _e457 = streak; float _e468 = _group_0_binding_0_fs.f.z; col = (_e456 + (((_e457 * vec3(0.55, 0.75, 1.25)) * 0.09) * _e468)); float _e474 = _group_0_binding_0_fs.k.w; if ((_e474 > 0.01)) { vec4 _e481 = textureLod(_group_0_binding_3_fs, vec2(i_5.uv), 0.0); vec3 gl = _e481.xyz; vec3 _e483 = col; float _e485 = lw.w; float _e490 = lw.z; col = (_e483 + (((gl * _e485) * 3.0) + ((gl * clamp(_e490, 0.0, 1.0)) * 0.8))); } vec3 _e499 = col; vec3 _e500 = col; float _e514 = _group_0_binding_0_fs.c.y; col = mix(_e499, ((_e500 * vec3(1.05, 1.12, 0.98)) + vec3(0.0, 0.015, 0.01)), (_e514 * 0.7)); vec3 _e518 = col; vec3 _e519 = aces(_e518); col = _e519; vec3 _e520 = col; col = clamp((0.18 * pow((max(_e520, vec3(0.0)) / vec3(0.18)), vec3(1.16))), vec3(0.0), vec3(1.0)); vec3 _e537 = col; float _e538 = luma(_e537); vec3 shadowTint = vec3(0.88, 0.97, 1.16); vec3 highTint = vec3(1.07, 1.0, 0.88); vec3 _e547 = col; float _e557 = _group_0_binding_0_fs.g.x; col = (_e547 * mix(vec3(1.0), mix(shadowTint, highTint, smoothstep(0.08, 0.55, _e538)), _e557)); float _e561 = col.x; float _e563 = col.y; float _e565 = col.z; float mx = max(_e561, max(_e563, _e565)); float _e569 = col.x; float _e571 = col.y; float _e573 = col.z; float mn = min(_e569, min(_e571, _e573)); float sat = ((mx - mn) / max(mx, 0.0001)); vec3 _e580 = col; float _e581 = luma(_e580); vec3 _e583 = col; float _e587 = _group_0_binding_0_fs.g.y; col = mix(vec3(_e581), _e583, (1.0 + (_e587 * (1.0 - sat)))); vec3 _e594 = col; vec3 _e602 = col; float _e606 = _group_0_binding_0_fs.g.z; float _e613 = _group_0_binding_0_fs.g.z; float _e619 = _group_0_binding_0_fs.g.z; float _e625 = _group_0_binding_0_fs.g.z; float _e631 = _group_0_binding_0_fs.g.z; col = mix(((_e594 * 0.97) + vec3(0.006, 0.005, 0.02)), ((_e602 * (1.0 - _e606)) + vec3((_e613 * 0.9), (_e619 * 0.92), _e625)), step(0.001, _e631)); vec3 _e635 = col; float _e636 = luma(_e635); vec3 _e637 = col; float _e647 = _group_0_binding_0_fs.d.z; col = mix(_e637, (vec3(_e636) * vec3(1.05, 0.95, 0.95)), _e647); vec2 cdim = vec2(uvec2(textureSize(_group_0_binding_6_fs, 0).xy)); vec2 _e652 = uv; ivec2 ip = ivec2(clamp((_e652 * cdim), vec2(0.0), (cdim - vec2(1.0)))); vec4 cs_2 = texelFetch(_group_0_binding_6_fs, ip, 0); vec4 dd_2 = texelFetch(_group_0_binding_7_fs, ip, 0); vec2 _e669 = uv; vec4 _e670 = texture(_group_0_binding_2_fs, vec2(_e669)); float sdep = _e670.w; vec3 du = (dd_2.xyz / vec3(max(dd_2.w, 0.004))); float cdep = (((roundEven((du.x * 255.0)) * 256.0) + roundEven((du.y * 255.0))) / 800.0); float vis = ((sdep < 0.0) ? 1.0 : smoothstep((cdep - 0.9), (cdep - 0.45), sdep)); float bq = roundEven((du.z * 255.0)); float fbin = floor((bq / 64.0)); float flash = (fbin / 3.0); float shade = clamp((((bq - (fbin * 64.0)) - 8.0) / 48.0), 0.0, 1.0); bool emis = ((bq - (fbin * 64.0)) > 58.5); crgb = (cs_2.xyz + vec3((flash * 0.0))); if ((cs_2.w > 0.01)) { local = !(emis); } else { local = false; } bool _e737 = local; if (_e737) { vec2 sd = vec2(-0.5432512, -0.8395701); float k_7 = (cdim.y / 720.0); bool loop_init_10 = true; while(true) { if (!loop_init_10) { int _e808 = t; t = (_e808 + 1); } loop_init_10 = false; int _e750 = t; if ((_e750 <= 5)) { } else { break; } { int _e753 = t; int _e754 = t; float r_4 = (((float((_e753 * _e754)) * 0.9) * k_7) + (1.5 * k_7)); int _e763 = t; float w_2 = (1.0 / float(_e763)); float _e767 = toward; vec2 _e769 = uv; vec4 _e781 = texelFetch(_group_0_binding_6_fs, ivec2(clamp(((_e769 * cdim) + (sd * r_4)), vec2(0.0), (cdim - vec2(1.0)))), 0); toward = (_e767 + ((1.0 - _e781.w) * w_2)); float _e787 = away; vec2 _e789 = uv; vec4 _e801 = texelFetch(_group_0_binding_6_fs, ivec2(clamp(((_e789 * cdim) - (sd * r_4)), vec2(0.0), (cdim - vec2(1.0)))), 0); away = (_e787 + ((1.0 - _e801.w) * w_2)); } } float _e810 = toward; toward = (_e810 / 2.283); float _e813 = away; away = (_e813 / 2.283); float _e827 = _group_0_binding_0_fs.f.w; vec3 warm = mix(vec3(0.55, 0.7, 1.0), vec3(1.0, 0.76, 0.5), _e827); vec3 _e829 = crgb; float lum = dot(_e829, vec3(0.3, 0.55, 0.15)); float _e835 = toward; float _e842 = _group_0_binding_0_fs.f.y; float wrap = (((smoothstep(0.05, 0.9, _e835) * _e842) * smoothstep(0.03, 0.15, lum)) * (1.0 - shade)); vec3 _e851 = crgb; vec3 _e852 = crgb; crgb = ((_e851 + (((_e852 * warm) * wrap) * 0.55)) + (((warm * wrap) * 0.06) * cs_2.w)); float _e864 = away; float core = (smoothstep(0.1, 0.95, _e864) * (1.0 - wrap)); vec3 _e871 = crgb; float _e877 = _group_0_binding_0_fs.f.y; crgb = (_e871 * (1.0 - ((core * 0.28) * _e877))); } vec3 _e882 = col; vec3 _e888 = crgb; col = ((_e882 * (1.0 - (cs_2.w * vis))) + (_e888 * vis)); float r_5 = length((cdir * vec2(1.0, 0.9))); float vig = smoothstep(0.85, 0.25, r_5); vec3 _e899 = col; float _e903 = _group_0_binding_0_fs.d.x; col = (_e899 * mix((1.0 - _e903), 1.0, vig)); vec3 _e909 = col; float _e917 = _group_0_binding_0_fs.c.x; col = mix(_e909, vec3(0.75, 0.02, 0.05), ((_e917 * smoothstep(0.3, 0.8, r_5)) * 0.85)); vec3 _e925 = col; float _e933 = _group_0_binding_0_fs.c.w; col = (_e925 + ((vec3(0.4, 0.85, 1.0) * _e933) * 0.25)); float _e941 = _group_0_binding_0_fs.h.x; if ((_e941 > 0.001)) { vec3 _e944 = col; float l_2 = dot(_e944, vec3(0.299, 0.587, 0.114)); v = (vec3(0.015, 0.05, 0.045) + ((vec3(0.22, 0.85, 0.66) * pow(max(l_2, 0.0), 0.8)) * 0.8)); vec3 _e967 = v; v = (_e967 * (0.9 + (0.1 * sin((i_5.pos.y * 1.9))))); vec3 _e978 = v; float _e980 = uv.y; float _e986 = _group_0_binding_0_fs.a.w; v = (_e978 * (1.0 + (0.14 * smoothstep(0.05, 0.0, abs((fract(((_e980 * 0.6) - (_e986 * 0.3))) - 0.5)))))); vec2 _e1002 = uv; vec2 gp = (_e1002 * vec2(64.0, 36.0)); vec3 _e1007 = v; v = (_e1007 + (vec3(0.02, 0.09, 0.07) * smoothstep(0.035, 0.0, (0.5 - max(abs((fract(gp.x) - 0.5)), abs((fract(gp.y) - 0.5))))))); float ed = length((cdir * vec2(1.0, 0.8))); vec3 _e1035 = v; v = (_e1035 + ((vec3(0.12, 0.7, 0.5) * smoothstep(0.42, 0.85, ed)) * 0.45)); float bt = _group_0_binding_0_fs.h.y; float _e1054 = uv.y; float on = (1.0 - smoothstep((bt - 0.04), bt, _e1054)); float _e1059 = uv.y; float bar = (smoothstep(0.03, 0.0, abs((_e1059 - bt))) * step(bt, 1.05)); vec3 _e1068 = col; vec3 _e1069 = v; float _e1073 = _group_0_binding_0_fs.h.x; float _e1084 = _group_0_binding_0_fs.h.x; col = (mix(_e1068, _e1069, (_e1073 * on)) + (((vec3(0.45, 1.0, 0.8) * bar) * _e1084) * 0.7)); } float _e1092 = _group_0_binding_0_fs.h.z; if ((_e1092 > 0.5)) { vec3 _e1095 = col; float l_3 = dot(_e1095, vec3(0.299, 0.587, 0.114)); float s_3 = smoothstep(0.13, 0.2, l_3); float _e1107 = _group_0_binding_0_fs.h.z; if ((_e1107 < 1.5)) { col = mix(vec3(0.95, 0.93, 0.87), vec3(0.03, 0.02, 0.04), s_3); } else { vec4 _e1125 = _group_0_binding_0_fs.k; col = mix(vec3(0.02, 0.01, 0.03), _e1125.xyz, s_3); } } float _e1131 = _group_0_binding_0_fs.k.w; if ((_e1131 > 0.01)) { vec3 _e1134 = col; float _e1136 = lw.z; float _e1150 = lw.w; col = ((_e1134 * (1.0 - (clamp(_e1136, -0.6, 1.0) * 0.22))) + ((vec3(0.85, 0.92, 1.0) * _e1150) * 0.45)); } float _e1158 = _group_0_binding_0_fs.a.w; float gt = (floor((_e1158 * 24.0)) / 24.0); vec2 _e1164 = uv; float _e1173 = hash(((_e1164 * 1000.0) + vec2((gt * 37.0), (gt * 11.0)))); float n = (_e1173 - 0.5); vec3 _e1176 = col; float _e1180 = _group_0_binding_0_fs.d.y; col = (_e1176 + vec3((n * _e1180))); vec3 _e1184 = col; _fs2p_location0 = vec4(clamp(_e1184, vec3(0.0), vec3(1.0)), 1.0); return; }   •à à ÿö¯|(½ëP_block_0Fragment_group_0_binding_1_fs_group_0_binding_2_fs_group_0_binding_3_fs_group_1_binding_0_fs_group_0_binding_5_fs_group_0_binding_6_fs_group_0_binding_7_fsvs_fullvs_full fs_bright fs_brightfs_blurfs_blurfs_blurAfs_blurAfs_lensfs_lensfs_auxfs_auxfs_finalfs_finalYÍ// language: metal2.2 #include #include using metal::uint; struct type_1 { metal::float4 inner[32]; }; struct P { metal::float4 a; metal::float4 b; metal::float4 c; metal::float4 d; metal::float4 e; metal::float4 f; metal::float4 g; metal::float4 h; metal::float4 k; type_1 feet; metal::float4 q; }; struct VOut { metal::float4 pos; metal::float2 uv; char _pad2[8]; }; float luma( metal::float3 c_2 ) { return metal::dot(c_2, metal::float3(0.2126, 0.7152, 0.0722)); } metal::float3 mk3_( metal::float4 s, constant P& p_1 ) { float _e10 = p_1.c.x; return (_e10 > 0.5) ? metal::float3(s.w) : metal::float3(s.x, s.y, s.w); } metal::float3 aces( metal::float3 x ) { return metal::clamp((x * ((2.51 * x) + metal::float3(0.03))) / ((x * ((2.43 * x) + metal::float3(0.59))) + metal::float3(0.14)), metal::float3(0.0), metal::float3(1.0)); } float lumT( metal::float3 c_3 ) { float l = metal::dot(c_3, metal::float3(0.299, 0.587, 0.114)); return l / (1.0 + l); } metal::float3 fxaa( metal::float2 uv_1, metal::float2 px, metal::texture2d tA, metal::sampler samp ) { metal::float2 dir = {}; bool local_1 = {}; metal::float4 _e5 = tA.sample(samp, uv_1, metal::level(0.0)); metal::float3 cM = _e5.xyz; metal::float4 _e16 = tA.sample(samp, uv_1 + metal::float2(-(px.x), -(px.y)), metal::level(0.0)); float _e18 = lumT(_e16.xyz); metal::float4 _e27 = tA.sample(samp, uv_1 + metal::float2(px.x, -(px.y)), metal::level(0.0)); float _e29 = lumT(_e27.xyz); metal::float4 _e38 = tA.sample(samp, uv_1 + metal::float2(-(px.x), px.y), metal::level(0.0)); float _e40 = lumT(_e38.xyz); metal::float4 _e48 = tA.sample(samp, uv_1 + metal::float2(px.x, px.y), metal::level(0.0)); float _e50 = lumT(_e48.xyz); float _e51 = lumT(cM); float lMin = metal::min(_e51, metal::min(metal::min(_e18, _e29), metal::min(_e40, _e50))); float lMax = metal::max(_e51, metal::max(metal::max(_e18, _e29), metal::max(_e40, _e50))); if ((lMax - lMin) < metal::max(0.03, lMax * 0.12)) { return cM; } dir = metal::float2(-(((_e18 + _e29) - (_e40 + _e50))), (_e18 + _e40) - (_e29 + _e50)); float red = metal::max(((((_e18 + _e29) + _e40) + _e50) * 0.25) * 0.125, 0.0078125); float _e85 = dir.x; float _e88 = dir.y; float rcp = 1.0 / (metal::min(metal::abs(_e85), metal::abs(_e88)) + red); metal::float2 _e94 = dir; dir = metal::clamp(_e94 * rcp, metal::float2(-8.0), metal::float2(8.0)) * px; metal::float2 _e104 = dir; metal::float4 _e109 = tA.sample(samp, uv_1 + (_e104 * -0.16666667), metal::level(0.0)); metal::float2 _e113 = dir; metal::float4 _e118 = tA.sample(samp, uv_1 + (_e113 * 0.16666667), metal::level(0.0)); metal::float3 a_1 = 0.5 * (_e109.xyz + _e118.xyz); metal::float2 _e127 = dir; metal::float4 _e132 = tA.sample(samp, uv_1 - (_e127 * 0.5), metal::level(0.0)); metal::float2 _e136 = dir; metal::float4 _e141 = tA.sample(samp, uv_1 + (_e136 * 0.5), metal::level(0.0)); metal::float3 b = (a_1 * 0.5) + (0.25 * (_e132.xyz + _e141.xyz)); float _e147 = lumT(b); if (!((_e147 < lMin))) { local_1 = _e147 > lMax; } else { local_1 = true; } bool _e154 = local_1; return _e154 ? a_1 : b; } float hash( metal::float2 p ) { metal::float2 q = {}; q = metal::fract(p * metal::float2(443.897, 441.423)); metal::float2 _e7 = q; metal::float2 _e8 = q; metal::float2 _e9 = q; q = _e7 + metal::float2(metal::dot(_e8, _e9.yx + metal::float2(19.19))); float _e18 = q.x; float _e20 = q.y; float _e23 = q.x; return metal::fract((_e18 + _e20) * _e23); } metal::float2 shadowAt( metal::float2 uv_2, constant P& p_1, metal::sampler samp, metal::texture2d tS ) { float s_1 = 1.0; int k_3 = 0; metal::float4 m_2 = tS.sample(samp, uv_2); if (metal::max(m_2.w, m_2.x) < 0.002) { return metal::float2(0.0); } uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e41 = k_3; k_3 = as_type(as_type(_e41) + as_type(1)); } loop_init = false; int _e15 = k_3; if (_e15 < 32) { } else { break; } { int _e20 = k_3; metal::float4 f = p_1.feet.inner[metal::min(unsigned(_e20), 31u)]; if (f.w < 0.5) { continue; } metal::float4 _e30 = p_1.a; float dd = metal::length((uv_2 - f.xy) / _e30.xy) / metal::max(f.z, 1.0); float _e38 = s_1; s_1 = metal::min(_e38, dd); } } float _e43 = s_1; float wideR = metal::smoothstep(0.35, 1.0, _e43) * 2.2; metal::float4 _e51 = p_1.e; metal::float2 o_1 = (_e51.yz * wideR) * 2.0; metal::float4 _e66 = tS.sample(samp, uv_2 + metal::float2(o_1.x, o_1.y), metal::level(0.0)); metal::float4 _e79 = tS.sample(samp, uv_2 + metal::float2(-(o_1.x), o_1.y), metal::level(0.0)); metal::float4 _e92 = tS.sample(samp, uv_2 + metal::float2(o_1.x, -(o_1.y)), metal::level(0.0)); metal::float4 _e106 = tS.sample(samp, uv_2 + metal::float2(-(o_1.x), -(o_1.y)), metal::level(0.0)); float wide = ((((m_2.w * 0.2) + (_e66.w * 0.2)) + (_e79.w * 0.2)) + (_e92.w * 0.2)) + (_e106.w * 0.2); float _e113 = s_1; float near = metal::mix(m_2.x, m_2.y, metal::smoothstep(0.0, 0.22, _e113)); float _e118 = s_1; float cov = metal::mix(near, wide, metal::smoothstep(0.12, 0.7, _e118)); float _e123 = s_1; float dark = metal::mix(1.0, 0.48, metal::smoothstep(0.05, 0.95, _e123)); float _e130 = s_1; float contact = near * (1.0 - metal::smoothstep(0.04, 0.2, _e130)); return metal::float2(metal::clamp(cov * dark, 0.0, 1.0), metal::clamp(contact, 0.0, 1.0)); } float h21_( metal::float2 q_1 ) { return metal::fract(metal::sin(metal::dot(q_1, metal::float2(127.1, 311.7))) * 43758.547); } metal::float2 h22_( metal::float2 q_2 ) { return metal::fract(metal::sin(metal::float2(metal::dot(q_2, metal::float2(127.1, 311.7)), metal::dot(q_2, metal::float2(269.5, 183.3)))) * 43758.547); } void dropAt( metal::float2 q_3, metal::float2 c_4, metal::float2 r, thread metal::float4& acc_1 ) { metal::float2 d = (q_3 - c_4) / r; float l2_ = metal::dot(d, d); if (l2_ >= 1.0) { return; } float l_1 = metal::sqrt(l2_); float hgt = metal::sqrt(1.0 - l2_); metal::float2 off = (-(d) * r) * 1.55; float edge = metal::smoothstep(0.62, 1.0, l_1); float lowSide = metal::smoothstep(-0.1, 0.8, d.y) * (1.0 - edge); float spec = metal::smoothstep(0.32, 0.0, metal::length(d - metal::float2(-0.34, -0.42))) + (0.35 * metal::smoothstep(0.2, 0.0, metal::length(d - metal::float2(0.3, 0.45)))); float cov_1 = metal::smoothstep(1.0, 0.86, l_1); metal::float4 _e49 = acc_1; float _e57 = acc_1.z; float _e64 = acc_1.w; acc_1 = metal::float4((_e49.xy * (1.0 - cov_1)) + (off * cov_1), metal::max(_e57, (edge * cov_1) - (lowSide * 0.35)), metal::max(_e64, spec * cov_1)); return; } float threatE( metal::float2 uv_3 ) { return metal::length((uv_3 - metal::float2(0.5, 0.75)) / metal::float2(0.24, 0.3)); } float threatClear( metal::float2 uv_4 ) { float _e1 = threatE(uv_4); return metal::smoothstep(0.8, 1.25, _e1); } metal::float4 lensWater( metal::float2 uv_5, float aspect, float t_1, float wet ) { metal::float4 acc_2 = metal::float4(0.0); int L = 0; int dc = -1; bool local_2 = {}; bool local_3 = {}; float _e7 = threatE(uv_5); if (_e7 < 0.6) { metal::float4 _e10 = acc_2; return _e10; } metal::float2 q_6 = metal::float2(uv_5.x * aspect, uv_5.y); uint2 loop_bound_1 = uint2(4294967295u); bool loop_init_1 = true; while(true) { if (metal::all(loop_bound_1 == uint2(0u))) { break; } loop_bound_1 -= uint2(loop_bound_1.y == 0u, 1u); if (!loop_init_1) { int _e131 = L; L = as_type(as_type(_e131) + as_type(1)); } loop_init_1 = false; int _e17 = L; if (_e17 < 2) { } else { break; } { int _e20 = L; float cs_1 = (_e20 == 1) ? 0.03 : 0.075; int _e26 = L; float rmax = (_e26 == 1) ? 0.34 : 0.42; float ctr = metal::smoothstep(0.12, 0.6, metal::length((uv_5 - metal::float2(0.5, 0.45)) * metal::float2(aspect, 1.0))); int _e43 = L; float dens_1 = (((_e43 == 1) ? 0.3 : 0.24) * wet) * metal::mix(0.3, 1.0, ctr); metal::float2 cell = metal::floor(q_6 / metal::float2(cs_1)); int _e57 = L; metal::float2 _e63 = h22_(cell + metal::float2(static_cast(_e57) * 17.0)); float per = 5.0 + (_e63.x * 7.0); float ph = (t_1 / per) + _e63.y; float cyc = metal::floor(ph); float u = ph - cyc; int _e80 = L; metal::float2 _e86 = h22_((cell + metal::float2(cyc * 3.1, cyc * 1.7)) + metal::float2(static_cast(_e80) * 31.0)); metal::float2 c_5 = ((cell + metal::float2(0.5)) + ((_e86 - metal::float2(0.5)) * (1.0 - (2.0 * rmax)))) * cs_1; float _e105 = threatClear(metal::float2(c_5.x / aspect, c_5.y)); if (_e86.x < (dens_1 * _e105)) { float r_1 = (((cs_1 * rmax) * (0.45 + (0.55 * _e86.y))) * metal::smoothstep(0.0, 0.08, u)) * (1.0 - metal::smoothstep(0.7, 1.0, u)); if (r_1 > 0.0005) { dropAt(q_6, c_5, metal::float2(r_1, r_1 * 0.92), acc_2); } } } } uint2 loop_bound_2 = uint2(4294967295u); bool loop_init_2 = true; while(true) { if (metal::all(loop_bound_2 == uint2(0u))) { break; } loop_bound_2 -= uint2(loop_bound_2.y == 0u, 1u); if (!loop_init_2) { int _e334 = dc; dc = as_type(as_type(_e334) + as_type(1)); } loop_init_2 = false; int _e136 = dc; if (_e136 <= 1) { } else { break; } { int _e142 = dc; float col_1 = metal::floor(q_6.x / 0.06) + static_cast(_e142); metal::float2 _e147 = h22_(metal::float2(col_1, 7.0)); if (_e147.x < (wet * 0.32)) { float sp = 0.06 + (_e147.y * 0.12); float tt = (t_1 * sp) + (_e147.x * 13.0); float yb = tt + (0.04 * metal::sin((tt * 9.0) + (_e147.y * 6.0))); float y = (metal::fract(yb) * 1.35) - 0.2; float x0_ = ((col_1 + 0.3) + (0.4 * _e147.y)) * 0.06; float wob = (0.004 * metal::sin((q_6.y * 40.0) + (_e147.x * 20.0))) + (0.003 * metal::sin((q_6.y * 97.0) + (_e147.y * 9.0))); float hx = x0_ + (0.004 * metal::sin((y * 40.0) + (_e147.x * 20.0))); float _e222 = threatClear(metal::float2(hx / aspect, y)); float r_2 = (0.011 + (0.007 * _e147.y)) * _e222; if (r_2 > 0.0005) { dropAt(q_6, metal::float2(hx, y), metal::float2(r_2, r_2 * 1.35), acc_2); } float above = y - q_6.y; if (above > 0.0) { local_2 = above < 0.32; } else { local_2 = false; } bool _e239 = local_2; if (_e239) { local_3 = r_2 > 0.0005; } else { local_3 = false; } bool _e245 = local_3; if (_e245) { float tx = q_6.x - (x0_ + wob); float tw = (r_2 * 0.38) * (1.0 - (above / 0.32)); float tr = 1.0 - metal::smoothstep(tw * 0.5, tw, metal::abs(tx)); if (tr > 0.0) { float k_6 = tr * (1.0 - (above / 0.32)); metal::float4 _e269 = acc_2; float _e279 = acc_2.z; float _e284 = acc_2.w; acc_2 = metal::float4(_e269.xy + (metal::float2(-(tx) * 0.9, 0.0) * k_6), metal::max(_e279, k_6 * 0.25), metal::max(_e284, (k_6 * 0.18) * metal::smoothstep(0.0, tw, -(tx) + (tw * 0.4)))); } float bc = metal::floor(above / 0.045); float _e300 = h21_(metal::float2(col_1, bc)); float by = y - ((bc + 0.5) * 0.045); float _e308 = threatClear(metal::float2(x0_ / aspect, by)); if (_e300 < (0.5 * _e308)) { dropAt(q_6, metal::float2(x0_ + (0.004 * metal::sin((by * 40.0) + (_e147.x * 20.0))), by), metal::float2(r_2 * 0.38, r_2 * 0.38) * (1.0 - (above / 0.32)), acc_2); } } } } } metal::float4 _e336 = acc_2; return _e336 * metal::float4(1.0, 1.0, wet, wet); } float vnoise( metal::float2 q_4 ) { metal::float2 i_6 = metal::floor(q_4); metal::float2 f_1 = metal::fract(q_4); metal::float2 u_1 = (f_1 * f_1) * (metal::float2(3.0) - (2.0 * f_1)); float _e10 = h21_(i_6); float _e15 = h21_(i_6 + metal::float2(1.0, 0.0)); float _e22 = h21_(i_6 + metal::float2(0.0, 1.0)); float _e27 = h21_(i_6 + metal::float2(1.0, 1.0)); return metal::mix(metal::mix(_e10, _e15, u_1.x), metal::mix(_e22, _e27, u_1.x), u_1.y); } metal::float3 bokehLayer( metal::float2 q_5, float cs, float dens, float seed ) { metal::float3 m = metal::float3(0.0); int dy = -1; int dx = {}; metal::float2 cell_1 = metal::floor(q_5 / metal::float2(cs)); uint2 loop_bound_3 = uint2(4294967295u); bool loop_init_3 = true; while(true) { if (metal::all(loop_bound_3 == uint2(0u))) { break; } loop_bound_3 -= uint2(loop_bound_3.y == 0u, 1u); if (!loop_init_3) { int _e89 = dy; dy = as_type(as_type(_e89) + as_type(1)); } loop_init_3 = false; int _e12 = dy; if (_e12 <= 1) { } else { break; } { dx = -1; uint2 loop_bound_4 = uint2(4294967295u); bool loop_init_4 = true; while(true) { if (metal::all(loop_bound_4 == uint2(0u))) { break; } loop_bound_4 -= uint2(loop_bound_4.y == 0u, 1u); if (!loop_init_4) { int _e86 = dx; dx = as_type(as_type(_e86) + as_type(1)); } loop_init_4 = false; int _e17 = dx; if (_e17 <= 1) { } else { break; } { int _e20 = dx; int _e22 = dy; metal::float2 cc = cell_1 + metal::float2(static_cast(_e20), static_cast(_e22)); metal::float2 _e28 = h22_(cc + metal::float2(seed)); if (_e28.x > dens) { continue; } metal::float2 _e38 = h22_(((cc * 1.7) + metal::float2(seed)) + metal::float2(5.0)); metal::float2 c_6 = (cc + _e38) * cs; float r_3 = cs * (0.35 + (0.65 * _e28.y)); float d_1 = metal::length(q_5 - c_6); metal::float3 rr = metal::float3(r_3 * 1.012, r_3, r_3 * 0.988); metal::float3 disc = metal::smoothstep(rr, rr * 0.9, metal::float3(d_1)); metal::float3 rim = metal::smoothstep(rr * 0.72, rr * 0.97, metal::float3(d_1)) * disc; metal::float3 _e65 = m; m = _e65 + (((disc * 0.45) + (rim * 0.55)) * (0.35 + (0.65 * metal::fract((_e28.x * 7.13) + (_e28.y * 3.7))))); } } } } metal::float3 _e91 = m; return _e91; } metal::float3 lensDirt( metal::float2 uv_6, float aspect_1 ) { metal::float3 m_1 = {}; int s_2 = 0; metal::float2 q_7 = metal::float2(uv_6.x * aspect_1, uv_6.y); metal::float3 _e9 = bokehLayer(q_7, 0.16, 0.55, 3.0); metal::float3 _e15 = bokehLayer(q_7, 0.075, 0.45, 11.0); m_1 = (_e9 * 0.8) + (_e15 * 0.55); metal::float2 sq = (metal::float2x2(metal::float2(0.8, -0.6), metal::float2(0.6, 0.8)) * q_7) * metal::float2(2.2, 7.0); float _e32 = vnoise(sq); float _e40 = vnoise((sq * 2.3) + metal::float2(4.0)); float sm = (_e32 * 0.6) + (_e40 * 0.4); metal::float3 _e44 = m_1; m_1 = _e44 + metal::float3(metal::smoothstep(0.55, 0.85, sm) * 0.5); metal::float2 dc_1 = metal::floor(q_7 / metal::float2(0.012)); metal::float2 _e59 = h22_(dc_1 + metal::float2(41.0)); if (_e59.x < 0.07) { float dd_1 = metal::length(q_7 - (((dc_1 + metal::float2(0.25)) + (0.5 * _e59)) * 0.012)); metal::float3 _e73 = m_1; m_1 = _e73 + metal::float3(metal::smoothstep(0.004, 0.0, dd_1) * (0.6 + _e59.y)); } uint2 loop_bound_5 = uint2(4294967295u); bool loop_init_5 = true; while(true) { if (metal::all(loop_bound_5 == uint2(0u))) { break; } loop_bound_5 -= uint2(loop_bound_5.y == 0u, 1u); if (!loop_init_5) { int _e132 = s_2; s_2 = as_type(as_type(_e132) + as_type(1)); } loop_init_5 = false; int _e85 = s_2; if (_e85 < 3) { } else { break; } { int _e88 = s_2; metal::float2 _e92 = h22_(metal::float2(static_cast(_e88), 91.0)); float a_2 = _e92.x * 3.14159; metal::float2 nrm = metal::float2(metal::cos(a_2), metal::sin(a_2)); metal::float2 c_7 = metal::float2(_e92.x * aspect_1, _e92.y); float dl = metal::abs(metal::dot(q_7 - c_7, nrm) + (0.6 * metal::dot(q_7 - c_7, q_7 - c_7))); float along = metal::abs(metal::dot(q_7 - c_7, metal::float2(-(nrm.y), nrm.x))); metal::float3 _e119 = m_1; m_1 = _e119 + metal::float3((metal::smoothstep(0.0022, 0.0, dl) * metal::smoothstep(0.25, 0.05, along)) * 0.6); } } metal::float3 _e134 = m_1; return _e134; } metal::int2 naga_f2i32(metal::float2 value) { return static_cast(metal::clamp(value, -2147483600.0, 2147483500.0)); } float nearSearch( metal::float2 uv_7, metal::float2 tdimB, float kdof, float focus, metal::texture2d tB ) { float nearC_1 = 0.0; int k_4 = 0; uint2 loop_bound_6 = uint2(4294967295u); bool loop_init_6 = true; while(true) { if (metal::all(loop_bound_6 == uint2(0u))) { break; } loop_bound_6 -= uint2(loop_bound_6.y == 0u, 1u); if (!loop_init_6) { int _e66 = k_4; k_4 = as_type(as_type(_e66) + as_type(1)); } loop_init_6 = false; int _e8 = k_4; if (_e8 < 12) { } else { break; } { int _e11 = k_4; int _e15 = k_4; float a_3 = (static_cast(_e11) * 0.5236) + ((_e15 >= 6) ? 0.2618 : 0.0); int _e22 = k_4; float rr_1 = ((_e22 & 1) == 1) ? 12.0 : 6.0; metal::float2 o_2 = (metal::float2(metal::cos(a_3), metal::sin(a_3)) * rr_1) * kdof; uint clamped_lod_e46 = metal::min(uint(0), tB.get_num_mip_levels() - 1); metal::float4 _e46 = tB.read(metal::min(metal::uint2(naga_f2i32(metal::clamp((uv_7 * tdimB) + o_2, metal::float2(0.0), tdimB - metal::float2(1.0)))), metal::uint2(tB.get_width(clamped_lod_e46), tB.get_height(clamped_lod_e46)) - 1), clamped_lod_e46); float dk = metal::abs(_e46.w); float _e49 = nearC_1; int _e55 = k_4; nearC_1 = metal::max(_e49, metal::smoothstep(focus * 0.74, focus * 0.4, dk) * (((_e55 & 1) == 1) ? 0.6 : 0.85)); } } float _e68 = nearC_1; return _e68; } float aoAt( metal::float2 uv_8, float dep, metal::texture2d tB ) { float occ = 0.0; int k_5 = 0; float d1_ = {}; float d2_ = {}; metal::float2 tdim = static_cast(metal::uint2(tB.get_width(), tB.get_height())); float kk = tdim.y / 720.0; float rp = metal::clamp((260.0 * kk) / metal::max(dep, 1.0), 2.0 * kk, 14.0 * kk); uint2 loop_bound_7 = uint2(4294967295u); bool loop_init_7 = true; while(true) { if (metal::all(loop_bound_7 == uint2(0u))) { break; } loop_bound_7 -= uint2(loop_bound_7.y == 0u, 1u); if (!loop_init_7) { int _e109 = k_5; k_5 = as_type(as_type(_e109) + as_type(1)); } loop_init_7 = false; int _e22 = k_5; if (_e22 < 12) { } else { break; } { int _e25 = k_5; float a_4 = (static_cast(_e25) * 0.2618) + 0.39; int _e31 = k_5; float rr_2 = rp * (0.3 + (0.7 * metal::fract((static_cast(_e31) * 0.618034) + 0.17))); metal::float2 o_3 = metal::float2(metal::cos(a_4), metal::sin(a_4)) * rr_2; uint clamped_lod_e58 = metal::min(uint(0), tB.get_num_mip_levels() - 1); metal::float4 _e58 = tB.read(metal::min(metal::uint2(naga_f2i32(metal::clamp((uv_8 * tdim) + o_3, metal::float2(0.0), tdim - metal::float2(1.0)))), metal::uint2(tB.get_width(clamped_lod_e58), tB.get_height(clamped_lod_e58)) - 1), clamped_lod_e58); d1_ = _e58.w; uint clamped_lod_e72 = metal::min(uint(0), tB.get_num_mip_levels() - 1); metal::float4 _e72 = tB.read(metal::min(metal::uint2(naga_f2i32(metal::clamp((uv_8 * tdim) - o_3, metal::float2(0.0), tdim - metal::float2(1.0)))), metal::uint2(tB.get_width(clamped_lod_e72), tB.get_height(clamped_lod_e72)) - 1), clamped_lod_e72); d2_ = _e72.w; float _e75 = d1_; d1_ = metal::abs(_e75); float _e77 = d2_; d2_ = metal::abs(_e77); float _e79 = d1_; float e1_ = dep - _e79; float _e81 = d2_; float e2_ = dep - _e81; float crease = (e1_ + e2_) / metal::max(dep * 0.02, 0.05); float inRange = (1.0 - metal::smoothstep(0.6, 1.8, metal::abs(e1_))) * (1.0 - metal::smoothstep(0.6, 1.8, metal::abs(e2_))); float _e102 = occ; occ = _e102 + (metal::smoothstep(0.15, 1.6, crease) * inRange); } } float _e111 = occ; occ = _e111 * 0.62; float _e114 = occ; float ao_1 = metal::clamp(1.0 - ((_e114 / 8.0) * 1.05), 0.5, 1.0); return ao_1; } struct vs_fullInput { }; struct vs_fullOutput { metal::float4 pos [[position]]; metal::float2 uv [[user(loc0), center_perspective]]; }; vertex vs_fullOutput vs_full( uint vi [[vertex_id]] ) { VOut o = {}; float x_1 = static_cast((vi << 1u) & 2u); float y_1 = static_cast(vi & 2u); o.pos = metal::float4((x_1 * 2.0) - 1.0, 1.0 - (y_1 * 2.0), 0.0, 1.0); o.uv = metal::float2(x_1, y_1); VOut _e24 = o; const auto _tmp = _e24; return vs_fullOutput { _tmp.pos, _tmp.uv }; } struct fs_brightInput { metal::float2 uv_9 [[user(loc0), center_perspective]]; }; struct fs_brightOutput { metal::float4 member_1 [[color(0)]]; }; fragment fs_brightOutput fs_bright( fs_brightInput varyings_1 [[stage_in]] , metal::float4 pos [[position]] , constant P& p_1 [[buffer(0)]] , metal::texture2d tA [[texture(0)]] , metal::sampler samp [[sampler(0)]] ) { const VOut i = { pos, varyings_1.uv_9 }; metal::float3 c = {}; float w = {}; metal::float4 _e3 = p_1.a; metal::float2 o_4 = _e3.xy * 1.0; metal::float4 _e16 = tA.sample(samp, i.uv + metal::float2(-(o_4.x), -(o_4.y))); c = _e16.xyz; metal::float3 _e19 = c; metal::float4 _e28 = tA.sample(samp, i.uv + metal::float2(o_4.x, -(o_4.y))); c = _e19 + _e28.xyz; metal::float3 _e31 = c; metal::float4 _e40 = tA.sample(samp, i.uv + metal::float2(-(o_4.x), o_4.y)); c = _e31 + _e40.xyz; metal::float3 _e43 = c; metal::float4 _e51 = tA.sample(samp, i.uv + metal::float2(o_4.x, o_4.y)); c = _e43 + _e51.xyz; metal::float3 _e54 = c; c = _e54 * 0.25; metal::float3 _e57 = c; float _e58 = luma(_e57); float th0_ = p_1.a.z; float dayK = metal::smoothstep(1.3, 1.75, th0_); float _e67 = c.x; float _e69 = c.y; float _e71 = c.z; float mxc = metal::max(_e67, metal::max(_e69, _e71)); float _e75 = c.x; float _e77 = c.y; float _e79 = c.z; float sat = (mxc - metal::min(_e75, metal::min(_e77, _e79))) / metal::max(mxc, 0.0001); float pale = 1.0 - metal::smoothstep(0.25, 0.6, sat); float th = th0_ * (1.0 + (dayK * (0.5 + (1.0 * pale)))); float knee = metal::mix(0.5, 0.3, dayK); w = metal::clamp(((_e58 - th) + knee) / (2.0 * knee), 0.0, 1.0); float _e111 = w; float _e112 = w; w = _e111 * _e112; float _e114 = w; float k_7 = ((metal::max(_e114, metal::step(th, _e58)) * metal::max(_e58 - th, 0.0)) / metal::max(_e58, 0.0001)) * metal::mix(1.0, 0.6, dayK); metal::float3 _e128 = c; return fs_brightOutput { metal::float4(metal::min(_e128 * k_7, metal::float3(metal::mix(40.0, 8.0, dayK))), 1.0) }; } struct fs_blurInput { metal::float2 uv_9 [[user(loc0), center_perspective]]; }; struct fs_blurOutput { metal::float4 member_2 [[color(0)]]; }; fragment fs_blurOutput fs_blur( fs_blurInput varyings_2 [[stage_in]] , metal::float4 pos_1 [[position]] , constant P& p_1 [[buffer(0)]] , metal::texture2d tA [[texture(0)]] , metal::sampler samp [[sampler(0)]] ) { const VOut i_1 = { pos_1, varyings_2.uv_9 }; metal::float3 c_1 = {}; metal::float4 _e3 = p_1.b; metal::float2 d_2 = _e3.xy; metal::float4 _e8 = tA.sample(samp, i_1.uv); c_1 = _e8.xyz * 0.227027; metal::float3 _e13 = c_1; metal::float4 _e20 = tA.sample(samp, i_1.uv + (d_2 * 1.3846154)); c_1 = _e13 + (_e20.xyz * 0.3162162); metal::float3 _e25 = c_1; metal::float4 _e32 = tA.sample(samp, i_1.uv - (d_2 * 1.3846154)); c_1 = _e25 + (_e32.xyz * 0.3162162); metal::float3 _e37 = c_1; metal::float4 _e44 = tA.sample(samp, i_1.uv + (d_2 * 3.2307692)); c_1 = _e37 + (_e44.xyz * 0.0702703); metal::float3 _e49 = c_1; metal::float4 _e56 = tA.sample(samp, i_1.uv - (d_2 * 3.2307692)); c_1 = _e49 + (_e56.xyz * 0.0702703); metal::float3 _e61 = c_1; return fs_blurOutput { metal::float4(_e61, 1.0) }; } struct fs_blurAInput { metal::float2 uv_9 [[user(loc0), center_perspective]]; }; struct fs_blurAOutput { metal::float4 member_3 [[color(0)]]; }; fragment fs_blurAOutput fs_blurA( fs_blurAInput varyings_3 [[stage_in]] , metal::float4 pos_2 [[position]] , constant P& p_1 [[buffer(0)]] , metal::texture2d tA [[texture(0)]] , metal::sampler samp [[sampler(0)]] ) { const VOut i_2 = { pos_2, varyings_3.uv_9 }; metal::float3 a = {}; metal::float4 _e3 = p_1.b; metal::float2 d_3 = _e3.xy; metal::float4 _e8 = tA.sample(samp, i_2.uv); metal::float3 _e9 = mk3_(_e8, p_1); a = _e9 * 0.227027; metal::float3 _e13 = a; metal::float4 _e20 = tA.sample(samp, i_2.uv + (d_3 * 1.3846154)); metal::float3 _e21 = mk3_(_e20, p_1); a = _e13 + (_e21 * 0.3162162); metal::float3 _e25 = a; metal::float4 _e32 = tA.sample(samp, i_2.uv - (d_3 * 1.3846154)); metal::float3 _e33 = mk3_(_e32, p_1); a = _e25 + (_e33 * 0.3162162); metal::float3 _e37 = a; metal::float4 _e44 = tA.sample(samp, i_2.uv + (d_3 * 3.2307692)); metal::float3 _e45 = mk3_(_e44, p_1); a = _e37 + (_e45 * 0.0702703); metal::float3 _e49 = a; metal::float4 _e56 = tA.sample(samp, i_2.uv - (d_3 * 3.2307692)); metal::float3 _e57 = mk3_(_e56, p_1); a = _e49 + (_e57 * 0.0702703); float _e64 = a.y; float _e68 = p_1.c.y; float _e73 = a.z; return fs_blurAOutput { metal::float4(_e9.x, (_e68 > 0.5) ? _e64 : _e9.y, 0.0, _e73) }; } struct fs_lensInput { metal::float2 uv_9 [[user(loc0), center_perspective]]; }; struct fs_lensOutput { metal::float4 member_4 [[color(0)]]; }; fragment fs_lensOutput fs_lens( fs_lensInput varyings_4 [[stage_in]] , metal::float4 pos_3 [[position]] , constant P& p_1 [[buffer(0)]] , metal::texture2d tA [[texture(0)]] , metal::sampler samp [[sampler(0)]] ) { const VOut i_3 = { pos_3, varyings_4.uv_9 }; metal::float3 glow = metal::float3(0.0); int k = 0; metal::float3 add = {}; metal::float3 gh = {}; metal::float4 _e3 = p_1.a; metal::float2 px_1 = _e3.xy; float asp = px_1.y / px_1.x; metal::float4 _e12 = tA.sample(samp, i_3.uv, metal::level(0.0)); metal::float3 base = _e12.xyz; uint2 loop_bound_8 = uint2(4294967295u); bool loop_init_8 = true; while(true) { if (metal::all(loop_bound_8 == uint2(0u))) { break; } loop_bound_8 -= uint2(loop_bound_8.y == 0u, 1u); if (!loop_init_8) { int _e52 = k; k = as_type(as_type(_e52) + as_type(1)); } loop_init_8 = false; int _e19 = k; if (_e19 < 14) { } else { break; } { int _e22 = k; float a_5 = static_cast(_e22) * 2.39996; int _e26 = k; float rr_3 = 0.025 + (0.2 * metal::sqrt((static_cast(_e26) + 0.5) / 14.0)); metal::float3 _e37 = glow; metal::float4 _e48 = tA.sample(samp, i_3.uv + (metal::float2(metal::cos(a_5) / asp, metal::sin(a_5)) * rr_3), metal::level(0.0)); glow = _e37 + _e48.xyz; } } metal::float3 _e54 = glow; glow = _e54 / metal::float3(14.0); metal::float3 _e59 = lensDirt(i_3.uv, asp); float _e76 = threatClear(i_3.uv); float mid = metal::mix(0.3, 1.0, metal::smoothstep(0.1, 0.55, metal::length((i_3.uv - metal::float2(0.5, 0.45)) * metal::float2(asp, 1.0)))) * metal::mix(0.15, 1.0, _e76); metal::float3 _e81 = glow; add = metal::min(((_e81 * _e59) * 1.6) * mid, metal::float3(0.8)); metal::float2 gc = metal::float2(0.5) - i_3.uv; metal::float4 _e102 = tA.sample(samp, metal::float2(0.5) + (gc * 0.55), metal::level(0.0)); gh = _e102.xyz * metal::float3(0.35, 0.9, 1.0); metal::float3 _e110 = gh; metal::float4 _e119 = tA.sample(samp, metal::float2(0.5) + (gc * 1.4), metal::level(0.0)); gh = _e110 + ((_e119.xyz * metal::float3(1.0, 0.45, 0.8)) * 0.6); metal::float3 _e129 = gh; metal::float4 _e138 = tA.sample(samp, metal::float2(0.5) - (gc * 0.28), metal::level(0.0)); gh = _e129 + ((_e138.xyz * metal::float3(0.9, 0.8, 0.4)) * 0.5); metal::float3 _e148 = add; metal::float3 _e149 = gh; add = _e148 + (_e149 * 0.18); metal::float3 _e153 = add; float _e157 = p_1.k.w; float _e162 = p_1.b.z; return fs_lensOutput { metal::float4(base + ((_e153 * _e157) / metal::float3(metal::max(_e162, 0.1))), 1.0) }; } struct fs_auxInput { metal::float2 uv_9 [[user(loc0), center_perspective]]; }; struct fs_auxOutput { metal::float4 member_5 [[color(0)]]; }; fragment fs_auxOutput fs_aux( fs_auxInput varyings_5 [[stage_in]] , metal::float4 pos_4 [[position]] , constant P& p_1 [[buffer(0)]] , metal::texture2d tB [[texture(1)]] ) { const VOut i_4 = { pos_4, varyings_5.uv_9 }; float ao = 1.0; metal::float2 tdimB_1 = static_cast(metal::uint2(tB.get_width(), tB.get_height())); float kdof_1 = tdimB_1.y / 720.0; uint clamped_lod_e18 = metal::min(uint(0), tB.get_num_mip_levels() - 1); metal::float4 _e18 = tB.read(metal::min(metal::uint2(naga_f2i32(metal::clamp(i_4.uv * tdimB_1, metal::float2(0.0), tdimB_1 - metal::float2(1.0)))), metal::uint2(tB.get_width(clamped_lod_e18), tB.get_height(clamped_lod_e18)) - 1), clamped_lod_e18); float dep_1 = metal::abs(_e18.w); float _e24 = p_1.g.w; float focus_1 = metal::max(_e24, 5.0); if (dep_1 < 900.0) { float _e32 = aoAt(i_4.uv, dep_1, tB); ao = _e32; } float _e34 = nearSearch(i_4.uv, tdimB_1, kdof_1, focus_1, tB); float _e35 = ao; return fs_auxOutput { metal::float4(_e34, _e35, 0.0, 1.0) }; } struct fs_finalInput { metal::float2 uv_9 [[user(loc0), center_perspective]]; }; struct fs_finalOutput { metal::float4 member_6 [[color(0)]]; }; fragment fs_finalOutput fs_final( fs_finalInput varyings_6 [[stage_in]] , metal::float4 pos_5 [[position]] , constant P& p_1 [[buffer(0)]] , metal::texture2d tA [[texture(0)]] , metal::texture2d tB [[texture(1)]] , metal::texture2d tC [[texture(2)]] , metal::sampler samp [[sampler(0)]] , metal::texture2d tS [[texture(3)]] , metal::texture2d tCast [[texture(4)]] , metal::texture2d tCastD [[texture(5)]] , metal::texture2d tAux [[texture(6)]] ) { const VOut i_5 = { pos_5, varyings_6.uv_9 }; metal::float2 uv = {}; metal::float4 lw = metal::float4(0.0); metal::float3 col = {}; metal::float4 ax = metal::float4(0.0, 1.0, 0.0, 0.0); float nearC = 0.0; metal::float3 acc = {}; float wsum = {}; int k_1 = 0; metal::float3 streak = metal::float3(0.0); int k_2 = 1; metal::float3 crgb = {}; bool local = {}; float toward = 0.0; float away = 0.0; int t = 1; metal::float3 v = {}; metal::float4 _e3 = p_1.a; metal::float2 px_2 = _e3.xy; uv = i_5.uv; float _e13 = p_1.k.w; if (_e13 > 0.01) { float _e23 = p_1.a.w; float _e27 = p_1.k.w; metal::float4 _e28 = lensWater(i_5.uv, px_2.y / px_2.x, _e23, _e27); lw = _e28; metal::float4 _e30 = lw; uv = metal::clamp(i_5.uv + _e30.xy, metal::float2(0.0), metal::float2(1.0)); } metal::float2 _e38 = uv; metal::float2 cdir = _e38 - metal::float2(0.5); float _e45 = p_1.d.w; float _e49 = p_1.c.x; float ab = _e45 + (_e49 * 0.004); metal::float2 _e53 = uv; metal::float3 _e54 = fxaa(_e53, px_2, tA, samp); col = _e54; if (ab > 0.0004) { metal::float2 _e60 = uv; metal::float4 _e62 = tA.sample(samp, _e60, metal::level(0.0)); metal::float3 c0_ = _e62.xyz; float _e65 = col.x; metal::float2 _e68 = uv; metal::float4 _e72 = tA.sample(samp, _e68 - (cdir * ab), metal::level(0.0)); col.x = _e65 + (_e72.x - c0_.x); float _e78 = col.z; metal::float2 _e81 = uv; metal::float4 _e85 = tA.sample(samp, _e81 + (cdir * ab), metal::level(0.0)); col.z = _e78 + (_e85.z - c0_.z); metal::float3 _e90 = col; col = metal::max(_e90, metal::float3(0.0)); } metal::float2 tdimB_2 = static_cast(metal::uint2(tB.get_width(), tB.get_height())); float kdof_2 = tdimB_2.y / 720.0; metal::float2 _e101 = uv; uint clamped_lod_e111 = metal::min(uint(0), tB.get_num_mip_levels() - 1); metal::float4 _e111 = tB.read(metal::min(metal::uint2(naga_f2i32(metal::clamp(_e101 * tdimB_2, metal::float2(0.0), tdimB_2 - metal::float2(1.0)))), metal::uint2(tB.get_width(clamped_lod_e111), tB.get_height(clamped_lod_e111)) - 1), clamped_lod_e111); float dep_2 = metal::abs(_e111.w); float _e117 = p_1.g.w; float focus_2 = metal::max(_e117, 5.0); float farC = metal::smoothstep(focus_2 * 1.1, focus_2 * 2.4, dep_2) * 7.0; float _e130 = p_1.q.x; bool fast = _e130 > 0.5; if (fast) { metal::float2 _e143 = uv; metal::float4 _e145 = tAux.sample(samp, _e143, metal::level(0.0)); ax = _e145; float _e147 = ax.x; nearC = _e147; } else { metal::float2 _e148 = uv; float _e149 = nearSearch(_e148, tdimB_2, kdof_2, focus_2, tB); nearC = _e149; } float _e150 = nearC; nearC = metal::max(_e150, metal::smoothstep(focus_2 * 0.74, focus_2 * 0.4, dep_2)); float _e160 = p_1.b.x; float wetK = metal::clamp(_e160, 0.0, 1.0); float _e167 = p_1.f.x; float _e169 = nearC; float _e180 = p_1.f.x; float coc = metal::max(farC * _e167, ((_e169 * 12.0) * (1.0 - (0.45 * wetK))) * metal::step(0.001, _e180)) * kdof_2; if (coc > 0.4) { float hk = wetK * 0.6; metal::float3 _e190 = col; float _e191 = luma(_e190); float w0_ = 1.0 / (1.0 + (_e191 * hk)); metal::float3 _e197 = col; acc = _e197 * w0_; wsum = w0_; uint2 loop_bound_9 = uint2(4294967295u); bool loop_init_9 = true; while(true) { if (metal::all(loop_bound_9 == uint2(0u))) { break; } loop_bound_9 -= uint2(loop_bound_9.y == 0u, 1u); if (!loop_init_9) { int _e242 = k_1; k_1 = as_type(as_type(_e242) + as_type(1)); } loop_init_9 = false; int _e203 = k_1; if (_e203 < 24) { } else { break; } { int _e206 = k_1; float a_6 = static_cast(_e206) * 2.39996; int _e210 = k_1; float rr_4 = metal::sqrt((static_cast(_e210) + 0.5) / 24.0) * coc; metal::float2 _e220 = uv; metal::float4 _e228 = tA.sample(samp, _e220 + ((metal::float2(metal::cos(a_6), metal::sin(a_6)) * px_2) * rr_4), metal::level(0.0)); metal::float3 sc = _e228.xyz; float _e230 = luma(sc); float wk = 1.0 / (1.0 + (_e230 * hk)); metal::float3 _e236 = acc; acc = _e236 + (sc * wk); float _e239 = wsum; wsum = _e239 + wk; } } metal::float3 _e244 = acc; float _e245 = wsum; col = _e244 / metal::float3(_e245); } if (dep_2 < 900.0) { if (fast) { metal::float3 _e250 = col; float _e252 = ax.y; col = _e250 * _e252; } else { metal::float3 _e254 = col; metal::float2 _e255 = uv; float _e256 = aoAt(_e255, dep_2, tB); col = _e254 * _e256; } } metal::float2 _e258 = uv; metal::float2 _e259 = shadowAt(_e258, p_1, samp, tS); float sh = _e259.x; metal::float3 _e261 = col; float _e262 = luma(_e261); float lit = metal::smoothstep(0.02, 0.4, _e262); metal::float3 _e266 = col; float _e270 = p_1.e.x; col = _e266 * (1.0 - ((sh * _e270) * metal::mix(0.5, 1.0, lit))); metal::float3 _e279 = col; col = _e279 * (1.0 - ((_e259.y * 0.42) * (1.0 - lit))); float w_1 = p_1.c.z; metal::float2 _e295 = uv; metal::float4 nd0_ = tB.sample(samp, _e295); metal::float2 _e299 = uv; metal::float4 n1_ = tB.sample(samp, _e299 + metal::float2(px_2.x * w_1, 0.0)); metal::float2 _e308 = uv; metal::float4 n2_ = tB.sample(samp, _e308 - metal::float2(px_2.x * w_1, 0.0)); metal::float2 _e317 = uv; metal::float4 n3_ = tB.sample(samp, _e317 + metal::float2(0.0, px_2.y * w_1)); metal::float2 _e326 = uv; metal::float4 n4_ = tB.sample(samp, _e326 - metal::float2(0.0, px_2.y * w_1)); float z0_ = metal::max(metal::abs(nd0_.w), 0.001); float dz = (((metal::abs(metal::abs(n1_.w) - z0_) + metal::abs(metal::abs(n2_.w) - z0_)) + metal::abs(metal::abs(n3_.w) - z0_)) + metal::abs(metal::abs(n4_.w) - z0_)) / z0_; float dn = (((1.0 - metal::dot(nd0_.xyz, n1_.xyz)) + (1.0 - metal::dot(nd0_.xyz, n2_.xyz))) + (1.0 - metal::dot(nd0_.xyz, n3_.xyz))) + (1.0 - metal::dot(nd0_.xyz, n4_.xyz)); float ink = metal::clamp(metal::smoothstep(0.06, 0.14, dz) + metal::smoothstep(0.35, 0.7, dn), 0.0, 1.0); metal::float3 _e390 = col; col = metal::mix(_e390, metal::float3(0.012, 0.01, 0.02), ink * 0.92); metal::float2 _e400 = uv; metal::float4 _e401 = tC.sample(samp, _e400); metal::float3 bloom = _e401.xyz; metal::float3 _e403 = col; float _e407 = p_1.b.w; float _e412 = p_1.b.z; col = (_e403 * _e407) + (bloom * _e412); uint2 loop_bound_10 = uint2(4294967295u); bool loop_init_10 = true; while(true) { if (metal::all(loop_bound_10 == uint2(0u))) { break; } loop_bound_10 -= uint2(loop_bound_10.y == 0u, 1u); if (!loop_init_10) { int _e454 = k_2; k_2 = as_type(as_type(_e454) + as_type(1)); } loop_init_10 = false; int _e420 = k_2; if (_e420 <= 6) { } else { break; } { int _e424 = k_2; metal::float2 o_5 = metal::float2((px_2.x * static_cast(_e424)) * 14.0, 0.0); int _e431 = k_2; float wk_1 = 1.0 / static_cast(_e431); metal::float3 _e435 = streak; metal::float2 _e438 = uv; metal::float4 _e441 = tC.sample(samp, _e438 + o_5, metal::level(0.0)); metal::float2 _e445 = uv; metal::float4 _e448 = tC.sample(samp, _e445 - o_5, metal::level(0.0)); streak = _e435 + ((_e441.xyz + _e448.xyz) * wk_1); } } metal::float3 _e456 = col; metal::float3 _e457 = streak; float _e468 = p_1.f.z; col = _e456 + (((_e457 * metal::float3(0.55, 0.75, 1.25)) * 0.09) * _e468); float _e474 = p_1.k.w; if (_e474 > 0.01) { metal::float4 _e481 = tC.sample(samp, i_5.uv, metal::level(0.0)); metal::float3 gl = _e481.xyz; metal::float3 _e483 = col; float _e485 = lw.w; float _e490 = lw.z; col = _e483 + (((gl * _e485) * 3.0) + ((gl * metal::clamp(_e490, 0.0, 1.0)) * 0.8)); } metal::float3 _e499 = col; metal::float3 _e500 = col; float _e514 = p_1.c.y; col = metal::mix(_e499, (_e500 * metal::float3(1.05, 1.12, 0.98)) + metal::float3(0.0, 0.015, 0.01), _e514 * 0.7); metal::float3 _e518 = col; metal::float3 _e519 = aces(_e518); col = _e519; metal::float3 _e520 = col; col = metal::clamp(0.18 * metal::pow(metal::max(_e520, metal::float3(0.0)) / metal::float3(0.18), metal::float3(1.16)), metal::float3(0.0), metal::float3(1.0)); metal::float3 _e537 = col; float _e538 = luma(_e537); metal::float3 shadowTint = metal::float3(0.88, 0.97, 1.16); metal::float3 highTint = metal::float3(1.07, 1.0, 0.88); metal::float3 _e547 = col; float _e557 = p_1.g.x; col = _e547 * metal::mix(metal::float3(1.0), metal::mix(shadowTint, highTint, metal::smoothstep(0.08, 0.55, _e538)), _e557); float _e561 = col.x; float _e563 = col.y; float _e565 = col.z; float mx = metal::max(_e561, metal::max(_e563, _e565)); float _e569 = col.x; float _e571 = col.y; float _e573 = col.z; float mn = metal::min(_e569, metal::min(_e571, _e573)); float sat_1 = (mx - mn) / metal::max(mx, 0.0001); metal::float3 _e580 = col; float _e581 = luma(_e580); metal::float3 _e583 = col; float _e587 = p_1.g.y; col = metal::mix(metal::float3(_e581), _e583, 1.0 + (_e587 * (1.0 - sat_1))); metal::float3 _e594 = col; metal::float3 _e602 = col; float _e606 = p_1.g.z; float _e613 = p_1.g.z; float _e619 = p_1.g.z; float _e625 = p_1.g.z; float _e631 = p_1.g.z; col = metal::mix((_e594 * 0.97) + metal::float3(0.006, 0.005, 0.02), (_e602 * (1.0 - _e606)) + metal::float3(_e613 * 0.9, _e619 * 0.92, _e625), metal::step(0.001, _e631)); metal::float3 _e635 = col; float _e636 = luma(_e635); metal::float3 _e637 = col; float _e647 = p_1.d.z; col = metal::mix(_e637, metal::float3(_e636) * metal::float3(1.05, 0.95, 0.95), _e647); metal::float2 cdim = static_cast(metal::uint2(tCast.get_width(), tCast.get_height())); metal::float2 _e652 = uv; metal::int2 ip = naga_f2i32(metal::clamp(_e652 * cdim, metal::float2(0.0), cdim - metal::float2(1.0))); uint clamped_lod_e663 = metal::min(uint(0), tCast.get_num_mip_levels() - 1); metal::float4 cs_2 = tCast.read(metal::min(metal::uint2(ip), metal::uint2(tCast.get_width(clamped_lod_e663), tCast.get_height(clamped_lod_e663)) - 1), clamped_lod_e663); uint clamped_lod_e666 = metal::min(uint(0), tCastD.get_num_mip_levels() - 1); metal::float4 dd_2 = tCastD.read(metal::min(metal::uint2(ip), metal::uint2(tCastD.get_width(clamped_lod_e666), tCastD.get_height(clamped_lod_e666)) - 1), clamped_lod_e666); metal::float2 _e669 = uv; metal::float4 _e670 = tB.sample(samp, _e669); float sdep = _e670.w; metal::float3 du = dd_2.xyz / metal::float3(metal::max(dd_2.w, 0.004)); float cdep = ((metal::rint(du.x * 255.0) * 256.0) + metal::rint(du.y * 255.0)) / 800.0; float vis = (sdep < 0.0) ? 1.0 : metal::smoothstep(cdep - 0.9, cdep - 0.45, sdep); float bq = metal::rint(du.z * 255.0); float fbin = metal::floor(bq / 64.0); float flash = fbin / 3.0; float shade = metal::clamp(((bq - (fbin * 64.0)) - 8.0) / 48.0, 0.0, 1.0); bool emis = (bq - (fbin * 64.0)) > 58.5; crgb = cs_2.xyz + metal::float3(flash * 0.0); if (cs_2.w > 0.01) { local = !(emis); } else { local = false; } bool _e737 = local; if (_e737) { metal::float2 sd = metal::float2(-0.5432512, -0.8395701); float k_8 = cdim.y / 720.0; uint2 loop_bound_11 = uint2(4294967295u); bool loop_init_11 = true; while(true) { if (metal::all(loop_bound_11 == uint2(0u))) { break; } loop_bound_11 -= uint2(loop_bound_11.y == 0u, 1u); if (!loop_init_11) { int _e808 = t; t = as_type(as_type(_e808) + as_type(1)); } loop_init_11 = false; int _e750 = t; if (_e750 <= 5) { } else { break; } { int _e753 = t; int _e754 = t; float r_4 = ((static_cast(as_type(as_type(_e753) * as_type(_e754))) * 0.9) * k_8) + (1.5 * k_8); int _e763 = t; float w_2 = 1.0 / static_cast(_e763); float _e767 = toward; metal::float2 _e769 = uv; uint clamped_lod_e781 = metal::min(uint(0), tCast.get_num_mip_levels() - 1); metal::float4 _e781 = tCast.read(metal::min(metal::uint2(naga_f2i32(metal::clamp((_e769 * cdim) + (sd * r_4), metal::float2(0.0), cdim - metal::float2(1.0)))), metal::uint2(tCast.get_width(clamped_lod_e781), tCast.get_height(clamped_lod_e781)) - 1), clamped_lod_e781); toward = _e767 + ((1.0 - _e781.w) * w_2); float _e787 = away; metal::float2 _e789 = uv; uint clamped_lod_e801 = metal::min(uint(0), tCast.get_num_mip_levels() - 1); metal::float4 _e801 = tCast.read(metal::min(metal::uint2(naga_f2i32(metal::clamp((_e789 * cdim) - (sd * r_4), metal::float2(0.0), cdim - metal::float2(1.0)))), metal::uint2(tCast.get_width(clamped_lod_e801), tCast.get_height(clamped_lod_e801)) - 1), clamped_lod_e801); away = _e787 + ((1.0 - _e801.w) * w_2); } } float _e810 = toward; toward = _e810 / 2.283; float _e813 = away; away = _e813 / 2.283; float _e827 = p_1.f.w; metal::float3 warm = metal::mix(metal::float3(0.55, 0.7, 1.0), metal::float3(1.0, 0.76, 0.5), _e827); metal::float3 _e829 = crgb; float lum = metal::dot(_e829, metal::float3(0.3, 0.55, 0.15)); float _e835 = toward; float _e842 = p_1.f.y; float wrap = ((metal::smoothstep(0.05, 0.9, _e835) * _e842) * metal::smoothstep(0.03, 0.15, lum)) * (1.0 - shade); metal::float3 _e851 = crgb; metal::float3 _e852 = crgb; crgb = (_e851 + (((_e852 * warm) * wrap) * 0.55)) + (((warm * wrap) * 0.06) * cs_2.w); float _e864 = away; float core = metal::smoothstep(0.1, 0.95, _e864) * (1.0 - wrap); metal::float3 _e871 = crgb; float _e877 = p_1.f.y; crgb = _e871 * (1.0 - ((core * 0.28) * _e877)); } metal::float3 _e882 = col; metal::float3 _e888 = crgb; col = (_e882 * (1.0 - (cs_2.w * vis))) + (_e888 * vis); float r_5 = metal::length(cdir * metal::float2(1.0, 0.9)); float vig = metal::smoothstep(0.85, 0.25, r_5); metal::float3 _e899 = col; float _e903 = p_1.d.x; col = _e899 * metal::mix(1.0 - _e903, 1.0, vig); metal::float3 _e909 = col; float _e917 = p_1.c.x; col = metal::mix(_e909, metal::float3(0.75, 0.02, 0.05), (_e917 * metal::smoothstep(0.3, 0.8, r_5)) * 0.85); metal::float3 _e925 = col; float _e933 = p_1.c.w; col = _e925 + ((metal::float3(0.4, 0.85, 1.0) * _e933) * 0.25); float _e941 = p_1.h.x; if (_e941 > 0.001) { metal::float3 _e944 = col; float l_2 = metal::dot(_e944, metal::float3(0.299, 0.587, 0.114)); v = metal::float3(0.015, 0.05, 0.045) + ((metal::float3(0.22, 0.85, 0.66) * metal::pow(metal::max(l_2, 0.0), 0.8)) * 0.8); metal::float3 _e967 = v; v = _e967 * (0.9 + (0.1 * metal::sin(i_5.pos.y * 1.9))); metal::float3 _e978 = v; float _e980 = uv.y; float _e986 = p_1.a.w; v = _e978 * (1.0 + (0.14 * metal::smoothstep(0.05, 0.0, metal::abs(metal::fract((_e980 * 0.6) - (_e986 * 0.3)) - 0.5)))); metal::float2 _e1002 = uv; metal::float2 gp = _e1002 * metal::float2(64.0, 36.0); metal::float3 _e1007 = v; v = _e1007 + (metal::float3(0.02, 0.09, 0.07) * metal::smoothstep(0.035, 0.0, 0.5 - metal::max(metal::abs(metal::fract(gp.x) - 0.5), metal::abs(metal::fract(gp.y) - 0.5)))); float ed = metal::length(cdir * metal::float2(1.0, 0.8)); metal::float3 _e1035 = v; v = _e1035 + ((metal::float3(0.12, 0.7, 0.5) * metal::smoothstep(0.42, 0.85, ed)) * 0.45); float bt = p_1.h.y; float _e1054 = uv.y; float on = 1.0 - metal::smoothstep(bt - 0.04, bt, _e1054); float _e1059 = uv.y; float bar = metal::smoothstep(0.03, 0.0, metal::abs(_e1059 - bt)) * metal::step(bt, 1.05); metal::float3 _e1068 = col; metal::float3 _e1069 = v; float _e1073 = p_1.h.x; float _e1084 = p_1.h.x; col = metal::mix(_e1068, _e1069, _e1073 * on) + (((metal::float3(0.45, 1.0, 0.8) * bar) * _e1084) * 0.7); } float _e1092 = p_1.h.z; if (_e1092 > 0.5) { metal::float3 _e1095 = col; float l_3 = metal::dot(_e1095, metal::float3(0.299, 0.587, 0.114)); float s_3 = metal::smoothstep(0.13, 0.2, l_3); float _e1107 = p_1.h.z; if (_e1107 < 1.5) { col = metal::mix(metal::float3(0.95, 0.93, 0.87), metal::float3(0.03, 0.02, 0.04), s_3); } else { metal::float4 _e1125 = p_1.k; col = metal::mix(metal::float3(0.02, 0.01, 0.03), _e1125.xyz, s_3); } } float _e1131 = p_1.k.w; if (_e1131 > 0.01) { metal::float3 _e1134 = col; float _e1136 = lw.z; float _e1150 = lw.w; col = (_e1134 * (1.0 - (metal::clamp(_e1136, -0.6, 1.0) * 0.22))) + ((metal::float3(0.85, 0.92, 1.0) * _e1150) * 0.45); } float _e1158 = p_1.a.w; float gt = metal::floor(_e1158 * 24.0) / 24.0; metal::float2 _e1164 = uv; float _e1173 = hash((_e1164 * 1000.0) + metal::float2(gt * 37.0, gt * 11.0)); float n = _e1173 - 0.5; metal::float3 _e1176 = col; float _e1180 = p_1.d.y; col = _e1176 + metal::float3(n * _e1180); metal::float3 _e1184 = col; return fs_finalOutput { metal::float4(metal::clamp(_e1184, metal::float3(0.0), metal::float3(1.0)), 1.0) }; }   •à à ÿö¯|(½ëvs_fullmainSstruct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; static const VOut _864 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; static float4 gl_Position; static int gl_VertexIndex; static float2 uv; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 uv : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { VOut o = _864; float _868 = float((uint(gl_VertexIndex) << 1u) & 2u); float _870 = float(uint(gl_VertexIndex) & 2u); o.pos = float4((_868 * 2.0f) - 1.0f, 1.0f - (_870 * 2.0f), 0.0f, 1.0f); o.uv = float2(_868, _870); gl_Position = o.pos; uv = o.uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; return stage_output; }  fs_brightmain®struct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; cbuffer p : register(b0) { P p_1_m0 : packoffset(c0); }; Texture2D tA : register(t0); SamplerState samp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _1031; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _1031 : SV_Target0; }; float luma(float3 c) { return dot(c, float3(0.2125999927520751953125f, 0.715200006961822509765625f, 0.072200000286102294921875f)); } void frag_main() { float3 c = float3(0.0f, 0.0f, 0.0f); float w = 0.0f; VOut _1024 = { gl_FragCoord, uv }; float2 _1049 = p_1_m0.a.xy * 1.0f; c = tA.Sample(samp, _1024.uv + float2(-_1049.x, -_1049.y)).xyz; c += tA.Sample(samp, _1024.uv + float2(_1049.x, -_1049.y)).xyz; c += tA.Sample(samp, _1024.uv + float2(-_1049.x, _1049.y)).xyz; c += tA.Sample(samp, _1024.uv + float2(_1049)).xyz; c *= 0.25f; float _1095 = luma(c); float _1098 = smoothstep(1.2999999523162841796875f, 1.75f, p_1_m0.a.z); float _1106 = max(c.x, max(c.y, c.z)); float _1124 = p_1_m0.a.z * (1.0f + (_1098 * (0.5f + (1.0f * (1.0f - smoothstep(0.25f, 0.60000002384185791015625f, (_1106 - min(c.x, min(c.y, c.z))) / max(_1106, 9.9999997473787516355514526367188e-05f))))))); float _1125 = lerp(0.5f, 0.300000011920928955078125f, _1098); w = clamp(((_1095 - _1124) + _1125) / (2.0f * _1125), 0.0f, 1.0f); w *= w; float _1146 = lerp(40.0f, 8.0f, _1098); _1031 = float4(min(c * (((max(w, step(_1124, _1095)) * max(_1095 - _1124, 0.0f)) / max(_1095, 9.9999997473787516355514526367188e-05f)) * lerp(1.0f, 0.60000002384185791015625f, _1098)), float3(_1146, _1146, _1146)), 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._1031 = _1031; return stage_output; } fs_blurmainöstruct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; cbuffer p : register(b0) { P p_1_m0 : packoffset(c0); }; Texture2D tA : register(t0); SamplerState samp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _1031; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _1031 : SV_Target0; }; void frag_main() { float3 c = float3(0.0f, 0.0f, 0.0f); VOut _1024 = { gl_FragCoord, uv }; c = tA.Sample(samp, _1024.uv).xyz * 0.227026998996734619140625f; c += (tA.Sample(samp, _1024.uv + (p_1_m0.b.xy * 1.384615421295166015625f)).xyz * 0.3162162005901336669921875f); c += (tA.Sample(samp, _1024.uv - (p_1_m0.b.xy * 1.384615421295166015625f)).xyz * 0.3162162005901336669921875f); c += (tA.Sample(samp, _1024.uv + (p_1_m0.b.xy * 3.23076915740966796875f)).xyz * 0.0702702999114990234375f); c += (tA.Sample(samp, _1024.uv - (p_1_m0.b.xy * 3.23076915740966796875f)).xyz * 0.0702702999114990234375f); _1031 = float4(c, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._1031 = _1031; return stage_output; } fs_blurAmain?struct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; cbuffer p : register(b0) { P p_1_m0 : packoffset(c0); }; Texture2D tA : register(t0); SamplerState samp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _1031; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _1031 : SV_Target0; }; float3 mk3(float4 s) { float3 _47 = float3(s.xyw); float3 _49 = float3(s.www); bool _55 = p_1_m0.c.x > 0.5f; bool3 _58 = bool3(_55, _55, _55); return float3(_58.x ? _49.x : _47.x, _58.y ? _49.y : _47.y, _58.z ? _49.z : _47.z); } void frag_main() { float3 a = float3(0.0f, 0.0f, 0.0f); VOut _1024 = { gl_FragCoord, uv }; float3 _1052 = mk3(tA.Sample(samp, _1024.uv)); a = _1052 * 0.227026998996734619140625f; a += (mk3(tA.Sample(samp, _1024.uv + (p_1_m0.b.xy * 1.384615421295166015625f))) * 0.3162162005901336669921875f); a += (mk3(tA.Sample(samp, _1024.uv - (p_1_m0.b.xy * 1.384615421295166015625f))) * 0.3162162005901336669921875f); a += (mk3(tA.Sample(samp, _1024.uv + (p_1_m0.b.xy * 3.23076915740966796875f))) * 0.0702702999114990234375f); a += (mk3(tA.Sample(samp, _1024.uv - (p_1_m0.b.xy * 3.23076915740966796875f))) * 0.0702702999114990234375f); _1031 = float4(_1052.x, (p_1_m0.c.y > 0.5f) ? a.y : _1052.y, 0.0f, a.z); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._1031 = _1031; return stage_output; } fs_lensmainß struct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; cbuffer p : register(b0) { P p_1_m0 : packoffset(c0); }; Texture2D tA : register(t0); SamplerState samp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _1031; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _1031 : SV_Target0; }; float2 h22(float2 q) { return frac(sin(float2(dot(q, float2(127.09999847412109375f, 311.70001220703125f)), dot(q, float2(269.5f, 183.3000030517578125f)))) * 43758.546875f); } float3 bokehLayer(float2 q, float cs, float dens, float seed) { float3 m = float3(0.0f, 0.0f, 0.0f); int dy = -1; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); float2 _789 = floor(q / float2(cs, cs)); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(dy <= 1)) { break; } int dx = -1; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(dx <= 1)) { break; } int _832 = dx; float2 _837 = _789 + float2(float(_832), float(dy)); float2 _840 = h22(_837 + float2(seed, seed)); if (_840.x > dens) { int _883 = dx; dx = _883 + 1; continue; } float _855 = cs * (0.3499999940395355224609375f + (0.64999997615814208984375f * _840.y)); float _857 = length(q - ((_837 + h22(((_837 * 1.7000000476837158203125f) + float2(seed, seed)) + float2(5.0f, 5.0f))) * cs)); float3 _860 = float3(_855 * 1.01199996471405029296875f, _855, _855 * 0.987999975681304931640625f); float3 _863 = smoothstep(_860, _860 * 0.89999997615814208984375f, float3(_857, _857, _857)); m += (((_863 * 0.449999988079071044921875f) + ((smoothstep(_860 * 0.7200000286102294921875f, _860 * 0.9700000286102294921875f, float3(_857, _857, _857)) * _863) * 0.550000011920928955078125f)) * (0.3499999940395355224609375f + (0.64999997615814208984375f * frac((_840.x * 7.13000011444091796875f) + (_840.y * 3.7000000476837158203125f))))); int _883 = dx; dx = _883 + 1; continue; } dy++; continue; } return m; } float h21(float2 q) { return frac(sin(dot(q, float2(127.09999847412109375f, 311.70001220703125f))) * 43758.546875f); } float vnoise(float2 q) { float2 _747 = floor(q); float2 _748 = frac(q); float2 _752 = (_748 * _748) * (float2(3.0f, 3.0f) - (_748 * 2.0f)); return lerp(lerp(h21(_747), h21(_747 + float2(1.0f, 0.0f)), _752.x), lerp(h21(_747 + float2(0.0f, 1.0f)), h21(_747 + float2(1.0f, 1.0f)), _752.x), _752.y); } float3 lensDirt(float2 uv_1, float aspect) { float3 m = float3(0.0f, 0.0f, 0.0f); int s = 0; uint2 loop_bound = uint2(4294967295u, 4294967295u); float2 _923 = float2(uv_1.x * aspect, uv_1.y); m = (bokehLayer(_923, 0.1599999964237213134765625f, 0.550000011920928955078125f, 3.0f) * 0.800000011920928955078125f) + (bokehLayer(_923, 0.07500000298023223876953125f, 0.449999988079071044921875f, 11.0f) * 0.550000011920928955078125f); float2 _930 = mul(_923, float2x2(float2(0.800000011920928955078125f, -0.60000002384185791015625f), float2(0.60000002384185791015625f, 0.800000011920928955078125f))) * float2(2.2000000476837158203125f, 7.0f); float _940 = smoothstep(0.550000011920928955078125f, 0.85000002384185791015625f, (vnoise(_930) * 0.60000002384185791015625f) + (vnoise((_930 * 2.2999999523162841796875f) + float2(4.0f, 4.0f)) * 0.4000000059604644775390625f)) * 0.5f; m += float3(_940, _940, _940); float2 _944 = floor(_923 / float2(0.01200000010430812835693359375f, 0.01200000010430812835693359375f)); float2 _946 = h22(_944 + float2(41.0f, 41.0f)); if (_946.x < 0.070000000298023223876953125f) { float _961 = smoothstep(0.0040000001899898052215576171875f, 0.0f, length(_923 - (((_944 + float2(0.25f, 0.25f)) + (_946 * 0.5f)) * 0.01200000010430812835693359375f))) * (0.60000002384185791015625f + _946.y); m += float3(_961, _961, _961); } for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(s < 3)) { break; } float2 _988 = h22(float2(float(s), 91.0f)); float _990 = _988.x * 3.141590118408203125f; float2 _993 = float2(cos(_990), sin(_990)); float2 _997 = float2(_988.x * aspect, _988.y); float _1017 = (smoothstep(0.002199999988079071044921875f, 0.0f, abs(dot(_923 - _997, _993) + (0.60000002384185791015625f * dot(_923 - _997, _923 - _997)))) * smoothstep(0.25f, 0.0500000007450580596923828125f, abs(dot(_923 - _997, float2(-_993.y, _993.x))))) * 0.60000002384185791015625f; m += float3(_1017, _1017, _1017); s++; continue; } return m; } float threatE(float2 uv_1) { return length((uv_1 - float2(0.5f, 0.75f)) / float2(0.23999999463558197021484375f, 0.300000011920928955078125f)); } float threatClear(float2 uv_1) { return smoothstep(0.800000011920928955078125f, 1.25f, threatE(uv_1)); } void frag_main() { int k = 0; float3 gh = float3(0.0f, 0.0f, 0.0f); float3 glow = float3(0.0f, 0.0f, 0.0f); float3 add = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); VOut _1024 = { gl_FragCoord, uv }; float _1064 = p_1_m0.a.xy.y / p_1_m0.a.xy.x; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 14)) { break; } float _1092 = float(k) * 2.399960041046142578125f; glow += tA.SampleLevel(samp, _1024.uv + (float2(cos(_1092) / _1064, sin(_1092)) * (0.02500000037252902984619140625f + (0.20000000298023223876953125f * sqrt((float(k) + 0.5f) / 14.0f)))), 0.0f).xyz; k++; continue; } glow /= float3(14.0f, 14.0f, 14.0f); add = min(((glow * lensDirt(_1024.uv, _1064)) * 1.60000002384185791015625f) * (lerp(0.300000011920928955078125f, 1.0f, smoothstep(0.100000001490116119384765625f, 0.550000011920928955078125f, length((_1024.uv - float2(0.5f, 0.449999988079071044921875f)) * float2(_1064, 1.0f)))) * lerp(0.1500000059604644775390625f, 1.0f, threatClear(_1024.uv))), float3(0.800000011920928955078125f, 0.800000011920928955078125f, 0.800000011920928955078125f)); float2 _1135 = float2(0.5f, 0.5f) - _1024.uv; gh = tA.SampleLevel(samp, float2(0.5f, 0.5f) + (_1135 * 0.550000011920928955078125f), 0.0f).xyz * float3(0.3499999940395355224609375f, 0.89999997615814208984375f, 1.0f); gh += ((tA.SampleLevel(samp, float2(0.5f, 0.5f) + (_1135 * 1.39999997615814208984375f), 0.0f).xyz * float3(1.0f, 0.449999988079071044921875f, 0.800000011920928955078125f)) * 0.60000002384185791015625f); gh += ((tA.SampleLevel(samp, float2(0.5f, 0.5f) - (_1135 * 0.2800000011920928955078125f), 0.0f).xyz * float3(0.89999997615814208984375f, 0.800000011920928955078125f, 0.4000000059604644775390625f)) * 0.5f); add += (gh * 0.180000007152557373046875f); float _1171 = max(p_1_m0.b.z, 0.100000001490116119384765625f); _1031 = float4(tA.SampleLevel(samp, _1024.uv, 0.0f).xyz + ((add * p_1_m0.k.w) / float3(_1171, _1171, _1171)), 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._1031 = _1031; return stage_output; } fs_auxmainstruct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; cbuffer p : register(b0) { P p_1_m0 : packoffset(c0); }; Texture2D tB : register(t1); static float4 gl_FragCoord; static float2 uv; static float4 _1110; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _1110 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float aoAt(float2 uv_1, float dep) { int k = 0; float d2 = 0.0f; float occ = 0.0f; float d1 = 0.0f; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint _993_dummy_parameter; float2 _994 = float2(spvTextureSize(tB, 0u, _993_dummy_parameter)); float _996 = _994.y / 720.0f; float _1002 = clamp((260.0f * _996) / max(dep, 1.0f), 2.0f * _996, 14.0f * _996); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 12)) { break; } float _1027 = (float(k) * 0.261799991130828857421875f) + 0.38999998569488525390625f; float2 _1039 = float2(cos(_1027), sin(_1027)) * (_1002 * (0.300000011920928955078125f + (0.699999988079071044921875f * frac((float(k) * 0.61803400516510009765625f) + 0.17000000178813934326171875f)))); int _1046; spvTextureSize(tB, 0u, _1046); int _1048 = int(min(uint(0), uint(int(_1046) - 1))); uint _1049_dummy_parameter; d1 = tB.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * _994) + _1039, float2(0.0f, 0.0f), _994 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1048), _1049_dummy_parameter)) - int2(1, 1)))), _1048)).w; int _1061; spvTextureSize(tB, 0u, _1061); int _1063 = int(min(uint(0), uint(int(_1061) - 1))); uint _1064_dummy_parameter; d2 = tB.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * _994) - _1039, float2(0.0f, 0.0f), _994 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1063), _1064_dummy_parameter)) - int2(1, 1)))), _1063)).w; d1 = abs(d1); d2 = abs(d2); float _1075 = dep - d1; float _1077 = dep - d2; occ += (smoothstep(0.1500000059604644775390625f, 1.60000002384185791015625f, (_1075 + _1077) / max(dep * 0.0199999995529651641845703125f, 0.0500000007450580596923828125f)) * ((1.0f - smoothstep(0.60000002384185791015625f, 1.7999999523162841796875f, abs(_1075))) * (1.0f - smoothstep(0.60000002384185791015625f, 1.7999999523162841796875f, abs(_1077))))); k++; continue; } occ *= 0.62000000476837158203125f; return clamp(1.0f - ((occ / 8.0f) * 1.0499999523162841796875f), 0.5f, 1.0f); } float nearSearch(float2 uv_1, float2 tdimB, float kdof, float focus) { float nearC = 0.0f; int k = 0; uint2 loop_bound = uint2(4294967295u, 4294967295u); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 12)) { break; } float _924 = (float(k) * 0.52359998226165771484375f) + ((k >= 6) ? 0.261799991130828857421875f : 0.0f); int _945; spvTextureSize(tB, 0u, _945); int _947 = int(min(uint(0), uint(int(_945) - 1))); uint _948_dummy_parameter; nearC = max(nearC, smoothstep(focus * 0.7400000095367431640625f, focus * 0.4000000059604644775390625f, abs(tB.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * tdimB) + ((float2(cos(_924), sin(_924)) * (((k & 1) == 1) ? 12.0f : 6.0f)) * kdof), float2(0.0f, 0.0f), tdimB - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_947), _948_dummy_parameter)) - int2(1, 1)))), _947)).w)) * (((k & 1) == 1) ? 0.60000002384185791015625f : 0.85000002384185791015625f)); k++; continue; } return nearC; } void frag_main() { float ao = 1.0f; VOut _1103 = { gl_FragCoord, uv }; uint _1119_dummy_parameter; float2 _1120 = float2(spvTextureSize(tB, 0u, _1119_dummy_parameter)); int _1129; spvTextureSize(tB, 0u, _1129); int _1131 = int(min(uint(0), uint(int(_1129) - 1))); uint _1132_dummy_parameter; float _1138 = abs(tB.Load(int3(int2(min(uint2(int2(clamp(clamp(_1103.uv * _1120, float2(0.0f, 0.0f), _1120 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1131), _1132_dummy_parameter)) - int2(1, 1)))), _1131)).w); if (_1138 < 900.0f) { ao = aoAt(_1103.uv, _1138); } _1110 = float4(nearSearch(_1103.uv, _1120, _1120.y / 720.0f, max(p_1_m0.g.w, 5.0f)), ao, 0.0f, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._1110 = _1110; return stage_output; } fs_finalmain ‚struct P { float4 a; float4 b; float4 c; float4 d; float4 e; float4 f; float4 g; float4 h; float4 k; float4 feet[32]; float4 q; }; struct VOut { float4 pos; float2 uv; }; cbuffer p : register(b0) { P p_1_m0 : packoffset(c0); }; Texture2D tA : register(t0); Texture2D tB : register(t1); Texture2D tC : register(t2); SamplerState samp : register(s0); Texture2D tS : register(t3); Texture2D tCast : register(t4); Texture2D tCastD : register(t5); Texture2D tAux : register(t6); static float4 gl_FragCoord; static float2 uv; static float4 _1398; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _1398 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float threatE(float2 uv_1) { return length((uv_1 - float2(0.5f, 0.75f)) / float2(0.23999999463558197021484375f, 0.300000011920928955078125f)); } float2 h22(float2 q) { return frac(sin(float2(dot(q, float2(127.09999847412109375f, 311.70001220703125f)), dot(q, float2(269.5f, 183.3000030517578125f)))) * 43758.546875f); } float threatClear(float2 uv_1) { return smoothstep(0.800000011920928955078125f, 1.25f, threatE(uv_1)); } void dropAt(float2 q, float2 c, float2 r, inout float4 acc) { float2 _484 = (q - c) / r; float _485 = dot(_484, _484); if (_485 >= 1.0f) { return; } float _489 = sqrt(_485); float _495 = smoothstep(0.62000000476837158203125f, 1.0f, _489); float _508 = smoothstep(1.0f, 0.86000001430511474609375f, _489); acc = float4((acc.xy * (1.0f - _508)) + ((((-_484) * r) * 1.5499999523162841796875f) * _508), max(acc.z, (_495 * _508) - ((smoothstep(-0.100000001490116119384765625f, 0.800000011920928955078125f, _484.y) * (1.0f - _495)) * 0.3499999940395355224609375f)), max(acc.w, (smoothstep(0.319999992847442626953125f, 0.0f, length(_484 - float2(-0.3400000035762786865234375f, -0.4199999868869781494140625f))) + (0.3499999940395355224609375f * smoothstep(0.20000000298023223876953125f, 0.0f, length(_484 - float2(0.300000011920928955078125f, 0.449999988079071044921875f))))) * _508)); } float h21(float2 q) { return frac(sin(dot(q, float2(127.09999847412109375f, 311.70001220703125f))) * 43758.546875f); } float4 lensWater(float2 uv_1, float aspect, float t, float wet) { bool _594 = false; int L = 0; bool _592 = false; float4 acc = float4(0.0f, 0.0f, 0.0f, 0.0f); int dc = -1; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); if (threatE(uv_1) < 0.60000002384185791015625f) { return acc; } float2 _605 = float2(uv_1.x * aspect, uv_1.y); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(L < 2)) { break; } float _629 = (L == 1) ? 0.02999999932944774627685546875f : 0.07500000298023223876953125f; float _632 = (L == 1) ? 0.3400000035762786865234375f : 0.4199999868869781494140625f; float2 _646 = floor(_605 / float2(_629, _629)); float _649 = float(L) * 17.0f; float2 _652 = h22(_646 + float2(_649, _649)); float _658 = (t / (5.0f + (_652.x * 7.0f))) + _652.y; float _659 = floor(_658); float _660 = _658 - _659; float _667 = float(L) * 31.0f; float2 _670 = h22((_646 + float2(_659 * 3.099999904632568359375f, _659 * 1.7000000476837158203125f)) + float2(_667, _667)); float2 _677 = ((_646 + float2(0.5f, 0.5f)) + ((_670 - float2(0.5f, 0.5f)) * (1.0f - (2.0f * _632)))) * _629; if (_670.x < (((((L == 1) ? 0.300000011920928955078125f : 0.23999999463558197021484375f) * wet) * lerp(0.300000011920928955078125f, 1.0f, smoothstep(0.119999997317790985107421875f, 0.60000002384185791015625f, length((uv_1 - float2(0.5f, 0.449999988079071044921875f)) * float2(aspect, 1.0f))))) * threatClear(float2(_677.x / aspect, _677.y)))) { float _697 = (((_629 * _632) * (0.449999988079071044921875f + (0.550000011920928955078125f * _670.y))) * smoothstep(0.0f, 0.07999999821186065673828125f, _660)) * (1.0f - smoothstep(0.699999988079071044921875f, 1.0f, _660)); if (_697 > 0.0005000000237487256526947021484375f) { dropAt(_605, _677, float2(_697, _697 * 0.920000016689300537109375f), acc); } } L++; continue; } for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(dc <= 1)) { break; } float _732 = floor(_605.x / 0.0599999986588954925537109375f) + float(dc); float2 _734 = h22(float2(_732, 7.0f)); if (_734.x < (wet * 0.319999992847442626953125f)) { float _746 = (t * (0.0599999986588954925537109375f + (_734.y * 0.119999997317790985107421875f))) + (_734.x * 13.0f); float _756 = (frac(_746 + (0.039999999105930328369140625f * sin((_746 * 9.0f) + (_734.y * 6.0f)))) * 1.35000002384185791015625f) - 0.20000000298023223876953125f; float _761 = ((_732 + 0.300000011920928955078125f) + (0.4000000059604644775390625f * _734.y)) * 0.0599999986588954925537109375f; float _783 = _761 + (0.0040000001899898052215576171875f * sin((_756 * 40.0f) + (_734.x * 20.0f))); float _790 = (0.010999999940395355224609375f + (0.007000000216066837310791015625f * _734.y)) * threatClear(float2(_783 / aspect, _756)); if (_790 > 0.0005000000237487256526947021484375f) { dropAt(_605, float2(_783, _756), float2(_790, _790 * 1.35000002384185791015625f), acc); } float _799 = _756 - _605.y; if (_799 > 0.0f) { _592 = _799 < 0.319999992847442626953125f; } else { _592 = false; } if (_592) { _594 = _790 > 0.0005000000237487256526947021484375f; } else { _594 = false; } if (_594) { float _815 = _605.x - (_761 + ((0.0040000001899898052215576171875f * sin((_605.y * 40.0f) + (_734.x * 20.0f))) + (0.0030000000260770320892333984375f * sin((_605.y * 97.0f) + (_734.y * 9.0f))))); float _819 = (_790 * 0.37999999523162841796875f) * (1.0f - (_799 / 0.319999992847442626953125f)); float _823 = 1.0f - smoothstep(_819 * 0.5f, _819, abs(_815)); if (_823 > 0.0f) { float _829 = _823 * (1.0f - (_799 / 0.319999992847442626953125f)); acc = float4(acc.xy + (float2((-_815) * 0.89999997615814208984375f, 0.0f) * _829), max(acc.z, _829 * 0.25f), max(acc.w, (_829 * 0.180000007152557373046875f) * smoothstep(0.0f, _819, (-_815) + (_819 * 0.4000000059604644775390625f)))); } float _852 = floor(_799 / 0.04500000178813934326171875f); float _857 = _756 - ((_852 + 0.5f) * 0.04500000178813934326171875f); if (h21(float2(_732, _852)) < (0.5f * threatClear(float2(_761 / aspect, _857)))) { dropAt(_605, float2(_761 + (0.0040000001899898052215576171875f * sin((_857 * 40.0f) + (_734.x * 20.0f))), _857), float2(_790 * 0.37999999523162841796875f, _790 * 0.37999999523162841796875f) * (1.0f - (_799 / 0.319999992847442626953125f)), acc); } } } dc++; continue; } return acc * float4(1.0f, 1.0f, wet, wet); } float lumT(float3 c) { float _99 = dot(c, float3(0.2989999949932098388671875f, 0.58700001239776611328125f, 0.114000000059604644775390625f)); return _99 / (1.0f + _99); } float3 fxaa(float2 uv_1, float2 px) { float2 dir = float2(0.0f, 0.0f); bool _123 = false; float3 _130 = tA.SampleLevel(samp, uv_1, 0.0f).xyz; float _140 = lumT(tA.SampleLevel(samp, uv_1 + float2(-px.x, -px.y), 0.0f).xyz); float _149 = lumT(tA.SampleLevel(samp, uv_1 + float2(px.x, -px.y), 0.0f).xyz); float _158 = lumT(tA.SampleLevel(samp, uv_1 + float2(-px.x, px.y), 0.0f).xyz); float _166 = lumT(tA.SampleLevel(samp, uv_1 + float2(px), 0.0f).xyz); float _167 = lumT(_130); float _171 = min(_167, min(min(_140, _149), min(_158, _166))); float _175 = max(_167, max(max(_140, _149), max(_158, _166))); if ((_175 - _171) < max(0.02999999932944774627685546875f, _175 * 0.119999997317790985107421875f)) { return _130; } dir = float2(-((_140 + _149) - (_158 + _166)), (_140 + _158) - (_149 + _166)); dir = clamp(dir * (1.0f / (min(abs(dir.x), abs(dir.y)) + max(((((_140 + _149) + _158) + _166) * 0.25f) * 0.125f, 0.0078125f))), float2(-8.0f, -8.0f), float2(8.0f, 8.0f)) * px; float3 _224 = (tA.SampleLevel(samp, uv_1 + (dir * (-0.16666667163372039794921875f)), 0.0f).xyz + tA.SampleLevel(samp, uv_1 + (dir * 0.16666667163372039794921875f), 0.0f).xyz) * 0.5f; float3 _240 = (_224 * 0.5f) + ((tA.SampleLevel(samp, uv_1 - (dir * 0.5f), 0.0f).xyz + tA.SampleLevel(samp, uv_1 + (dir * 0.5f), 0.0f).xyz) * 0.25f); float _241 = lumT(_240); if (!(_241 < _171)) { _123 = _241 > _175; } else { _123 = true; } bool3 _250 = bool3(_123, _123, _123); return float3(_250.x ? _224.x : _240.x, _250.y ? _224.y : _240.y, _250.z ? _224.z : _240.z); } float nearSearch(float2 uv_1, float2 tdimB, float kdof, float focus) { float nearC = 0.0f; int k = 0; uint2 loop_bound = uint2(4294967295u, 4294967295u); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 12)) { break; } float _1213 = (float(k) * 0.52359998226165771484375f) + ((k >= 6) ? 0.261799991130828857421875f : 0.0f); int _1234; spvTextureSize(tB, 0u, _1234); int _1236 = int(min(uint(0), uint(int(_1234) - 1))); uint _1237_dummy_parameter; nearC = max(nearC, smoothstep(focus * 0.7400000095367431640625f, focus * 0.4000000059604644775390625f, abs(tB.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * tdimB) + ((float2(cos(_1213), sin(_1213)) * (((k & 1) == 1) ? 12.0f : 6.0f)) * kdof), float2(0.0f, 0.0f), tdimB - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1236), _1237_dummy_parameter)) - int2(1, 1)))), _1236)).w)) * (((k & 1) == 1) ? 0.60000002384185791015625f : 0.85000002384185791015625f)); k++; continue; } return nearC; } float luma(float3 c) { return dot(c, float3(0.2125999927520751953125f, 0.715200006961822509765625f, 0.072200000286102294921875f)); } float aoAt(float2 uv_1, float dep) { int k = 0; float d2 = 0.0f; float occ = 0.0f; float d1 = 0.0f; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint _1281_dummy_parameter; float2 _1282 = float2(spvTextureSize(tB, 0u, _1281_dummy_parameter)); float _1284 = _1282.y / 720.0f; float _1290 = clamp((260.0f * _1284) / max(dep, 1.0f), 2.0f * _1284, 14.0f * _1284); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 12)) { break; } float _1315 = (float(k) * 0.261799991130828857421875f) + 0.38999998569488525390625f; float2 _1327 = float2(cos(_1315), sin(_1315)) * (_1290 * (0.300000011920928955078125f + (0.699999988079071044921875f * frac((float(k) * 0.61803400516510009765625f) + 0.17000000178813934326171875f)))); int _1334; spvTextureSize(tB, 0u, _1334); int _1336 = int(min(uint(0), uint(int(_1334) - 1))); uint _1337_dummy_parameter; d1 = tB.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * _1282) + _1327, float2(0.0f, 0.0f), _1282 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1336), _1337_dummy_parameter)) - int2(1, 1)))), _1336)).w; int _1349; spvTextureSize(tB, 0u, _1349); int _1351 = int(min(uint(0), uint(int(_1349) - 1))); uint _1352_dummy_parameter; d2 = tB.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * _1282) - _1327, float2(0.0f, 0.0f), _1282 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1351), _1352_dummy_parameter)) - int2(1, 1)))), _1351)).w; d1 = abs(d1); d2 = abs(d2); float _1363 = dep - d1; float _1365 = dep - d2; occ += (smoothstep(0.1500000059604644775390625f, 1.60000002384185791015625f, (_1363 + _1365) / max(dep * 0.0199999995529651641845703125f, 0.0500000007450580596923828125f)) * ((1.0f - smoothstep(0.60000002384185791015625f, 1.7999999523162841796875f, abs(_1363))) * (1.0f - smoothstep(0.60000002384185791015625f, 1.7999999523162841796875f, abs(_1365))))); k++; continue; } occ *= 0.62000000476837158203125f; return clamp(1.0f - ((occ / 8.0f) * 1.0499999523162841796875f), 0.5f, 1.0f); } float2 shadowAt(float2 uv_1) { float s = 1.0f; int k = 0; uint2 loop_bound = uint2(4294967295u, 4294967295u); float4 _309 = tS.Sample(samp, uv_1); if (max(_309.w, _309.x) < 0.00200000009499490261077880859375f) { return float2(0.0f, 0.0f); } for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 32)) { break; } int _344 = k; uint _346 = min(uint(_344), 31u); if (p_1_m0.feet[_346].w < 0.5f) { int _366 = k; k = _366 + 1; continue; } s = min(s, length((uv_1 - p_1_m0.feet[_346].xy) / p_1_m0.a.xy) / max(p_1_m0.feet[_346].z, 1.0f)); int _366 = k; k = _366 + 1; continue; } float2 _376 = (p_1_m0.e.yz * (smoothstep(0.3499999940395355224609375f, 1.0f, s) * 2.2000000476837158203125f)) * 2.0f; float _423 = lerp(_309.x, _309.y, smoothstep(0.0f, 0.2199999988079071044921875f, s)); return float2(clamp(lerp(_423, ((((_309.w * 0.20000000298023223876953125f) + (tS.SampleLevel(samp, uv_1 + float2(_376), 0.0f).w * 0.20000000298023223876953125f)) + (tS.SampleLevel(samp, uv_1 + float2(-_376.x, _376.y), 0.0f).w * 0.20000000298023223876953125f)) + (tS.SampleLevel(samp, uv_1 + float2(_376.x, -_376.y), 0.0f).w * 0.20000000298023223876953125f)) + (tS.SampleLevel(samp, uv_1 + float2(-_376.x, -_376.y), 0.0f).w * 0.20000000298023223876953125f), smoothstep(0.119999997317790985107421875f, 0.699999988079071044921875f, s)) * lerp(1.0f, 0.4799999892711639404296875f, smoothstep(0.0500000007450580596923828125f, 0.949999988079071044921875f, s)), 0.0f, 1.0f), clamp(_423 * (1.0f - smoothstep(0.039999999105930328369140625f, 0.20000000298023223876953125f, s)), 0.0f, 1.0f)); } float3 aces(float3 x) { return clamp((x * ((x * 2.5099999904632568359375f) + float3(0.02999999932944774627685546875f, 0.02999999932944774627685546875f, 0.02999999932944774627685546875f))) / ((x * ((x * 2.4300000667572021484375f) + float3(0.589999973773956298828125f, 0.589999973773956298828125f, 0.589999973773956298828125f))) + float3(0.14000000059604644775390625f, 0.14000000059604644775390625f, 0.14000000059604644775390625f)), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)); } float hash(float2 p_2) { float2 q = float2(0.0f, 0.0f); q = frac(p_2 * float2(443.897003173828125f, 441.423004150390625f)); float _270 = dot(q, q.yx + float2(19.1900005340576171875f, 19.1900005340576171875f)); q += float2(_270, _270); return frac((q.x + q.y) * q.x); } void frag_main() { float away = 0.0f; float3 crgb = float3(0.0f, 0.0f, 0.0f); int k = 0; float nearC = 0.0f; float4 lw = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 v = float3(0.0f, 0.0f, 0.0f); float toward = 0.0f; int k_1 = 1; float wsum = 0.0f; float4 ax = float4(0.0f, 1.0f, 0.0f, 0.0f); float2 uv_1 = float2(0.0f, 0.0f); int t = 1; bool _1498 = false; float3 streak = float3(0.0f, 0.0f, 0.0f); float3 acc = float3(0.0f, 0.0f, 0.0f); float3 col = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); uint2 loop_bound_2 = uint2(4294967295u, 4294967295u); VOut _1391 = { gl_FragCoord, uv }; uv_1 = _1391.uv; if (p_1_m0.k.w > 0.00999999977648258209228515625f) { lw = lensWater(_1391.uv, p_1_m0.a.xy.y / p_1_m0.a.xy.x, p_1_m0.a.w, p_1_m0.k.w); uv_1 = clamp(_1391.uv + lw.xy, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); } float2 _1531 = uv_1 - float2(0.5f, 0.5f); float _1537 = p_1_m0.d.w + (p_1_m0.c.x * 0.0040000001899898052215576171875f); col = fxaa(uv_1, p_1_m0.a.xy); if (_1537 > 0.00039999998989515006542205810546875f) { float3 _1546 = tA.SampleLevel(samp, uv_1, 0.0f).xyz; col.x += (tA.SampleLevel(samp, uv_1 - (_1531 * _1537), 0.0f).x - _1546.x); col.z += (tA.SampleLevel(samp, uv_1 + (_1531 * _1537), 0.0f).z - _1546.z); col = max(col, float3(0.0f, 0.0f, 0.0f)); } uint _1573_dummy_parameter; float2 _1574 = float2(spvTextureSize(tB, 0u, _1573_dummy_parameter)); float _1576 = _1574.y / 720.0f; int _1583; spvTextureSize(tB, 0u, _1583); int _1585 = int(min(uint(0), uint(int(_1583) - 1))); uint _1586_dummy_parameter; float _1592 = abs(tB.Load(int3(int2(min(uint2(int2(clamp(clamp(uv_1 * _1574, float2(0.0f, 0.0f), _1574 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tB, uint(_1585), _1586_dummy_parameter)) - int2(1, 1)))), _1585)).w); float _1596 = max(p_1_m0.g.w, 5.0f); bool _1604 = p_1_m0.q.x > 0.5f; if (_1604) { ax = tAux.SampleLevel(samp, uv_1, 0.0f); nearC = ax.x; } else { nearC = nearSearch(uv_1, _1574, _1576, _1596); } nearC = max(nearC, smoothstep(_1596 * 0.7400000095367431640625f, _1596 * 0.4000000059604644775390625f, _1592)); float _1622 = clamp(p_1_m0.b.x, 0.0f, 1.0f); float _1637 = max((smoothstep(_1596 * 1.10000002384185791015625f, _1596 * 2.400000095367431640625f, _1592) * 7.0f) * p_1_m0.f.x, ((nearC * 12.0f) * (1.0f - (0.449999988079071044921875f * _1622))) * step(0.001000000047497451305389404296875f, p_1_m0.f.x)) * _1576; if (_1637 > 0.4000000059604644775390625f) { float _1641 = _1622 * 0.60000002384185791015625f; float _1646 = 1.0f / (1.0f + (luma(col) * _1641)); acc = col * _1646; wsum = _1646; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 24)) { break; } float _1672 = float(k) * 2.399960041046142578125f; float3 _1688 = tA.SampleLevel(samp, uv_1 + ((float2(cos(_1672), sin(_1672)) * p_1_m0.a.xy) * (sqrt((float(k) + 0.5f) / 24.0f) * _1637)), 0.0f).xyz; float _1692 = 1.0f / (1.0f + (luma(_1688) * _1641)); acc += (_1688 * _1692); wsum += _1692; k++; continue; } col = acc / float3(wsum, wsum, wsum); } if (_1592 < 900.0f) { if (_1604) { col *= ax.y; } else { col *= aoAt(uv_1, _1592); } } float2 _1719 = shadowAt(uv_1); float _1722 = luma(col); float _1723 = smoothstep(0.0199999995529651641845703125f, 0.4000000059604644775390625f, _1722); col *= (1.0f - ((_1719.x * p_1_m0.e.x) * lerp(0.5f, 1.0f, _1723))); col *= (1.0f - ((_1719.y * 0.4199999868869781494140625f) * (1.0f - _1723))); float4 _1743 = tB.Sample(samp, uv_1); float4 _1750 = tB.Sample(samp, uv_1 + float2(p_1_m0.a.xy.x * p_1_m0.c.z, 0.0f)); float4 _1757 = tB.Sample(samp, uv_1 - float2(p_1_m0.a.xy.x * p_1_m0.c.z, 0.0f)); float4 _1764 = tB.Sample(samp, uv_1 + float2(0.0f, p_1_m0.a.xy.y * p_1_m0.c.z)); float4 _1771 = tB.Sample(samp, uv_1 - float2(0.0f, p_1_m0.a.xy.y * p_1_m0.c.z)); float _1774 = max(abs(_1743.w), 0.001000000047497451305389404296875f); float _1819 = clamp(smoothstep(0.0599999986588954925537109375f, 0.14000000059604644775390625f, (((abs(abs(_1750.w) - _1774) + abs(abs(_1757.w) - _1774)) + abs(abs(_1764.w) - _1774)) + abs(abs(_1771.w) - _1774)) / _1774) + smoothstep(0.3499999940395355224609375f, 0.699999988079071044921875f, (((1.0f - dot(_1743.xyz, _1750.xyz)) + (1.0f - dot(_1743.xyz, _1757.xyz))) + (1.0f - dot(_1743.xyz, _1764.xyz))) + (1.0f - dot(_1743.xyz, _1771.xyz))), 0.0f, 1.0f) * 0.920000016689300537109375f; col = lerp(col, float3(0.01200000010430812835693359375f, 0.00999999977648258209228515625f, 0.0199999995529651641845703125f), float3(_1819, _1819, _1819)); col = (col * p_1_m0.b.w) + (tC.Sample(samp, uv_1).xyz * p_1_m0.b.z); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(k_1 <= 6)) { break; } float2 _1860 = float2((p_1_m0.a.xy.x * float(k_1)) * 14.0f, 0.0f); streak += ((tC.SampleLevel(samp, uv_1 + _1860, 0.0f).xyz + tC.SampleLevel(samp, uv_1 - _1860, 0.0f).xyz) * (1.0f / float(k_1))); k_1++; continue; } col += (((streak * float3(0.550000011920928955078125f, 0.75f, 1.25f)) * 0.0900000035762786865234375f) * p_1_m0.f.z); if (p_1_m0.k.w > 0.00999999977648258209228515625f) { float3 _1896 = tC.SampleLevel(samp, _1391.uv, 0.0f).xyz; col += (((_1896 * lw.w) * 3.0f) + ((_1896 * clamp(lw.z, 0.0f, 1.0f)) * 0.800000011920928955078125f)); } float _1915 = p_1_m0.c.y * 0.699999988079071044921875f; col = lerp(col, (col * float3(1.0499999523162841796875f, 1.12000000476837158203125f, 0.980000019073486328125f)) + float3(0.0f, 0.014999999664723873138427734375f, 0.00999999977648258209228515625f), float3(_1915, _1915, _1915)); col = aces(col); col = clamp(pow(max(col, float3(0.0f, 0.0f, 0.0f)) / float3(0.180000007152557373046875f, 0.180000007152557373046875f, 0.180000007152557373046875f), float3(1.15999996662139892578125f, 1.15999996662139892578125f, 1.15999996662139892578125f)) * 0.180000007152557373046875f, float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)); float _1929 = smoothstep(0.07999999821186065673828125f, 0.550000011920928955078125f, luma(col)); col *= lerp(float3(1.0f, 1.0f, 1.0f), lerp(float3(0.87999999523162841796875f, 0.9700000286102294921875f, 1.15999996662139892578125f), float3(1.07000005245208740234375f, 1.0f, 0.87999999523162841796875f), float3(_1929, _1929, _1929)), float3(p_1_m0.g.x, p_1_m0.g.x, p_1_m0.g.x)); float _1944 = max(col.x, max(col.y, col.z)); float _1957 = luma(col); float _1964 = 1.0f + (p_1_m0.g.y * (1.0f - ((_1944 - min(col.x, min(col.y, col.z))) / max(_1944, 9.9999997473787516355514526367188e-05f)))); col = lerp(float3(_1957, _1957, _1957), col, float3(_1964, _1964, _1964)); float _1987 = step(0.001000000047497451305389404296875f, p_1_m0.g.z); col = lerp((col * 0.9700000286102294921875f) + float3(0.006000000052154064178466796875f, 0.004999999888241291046142578125f, 0.0199999995529651641845703125f), (col * (1.0f - p_1_m0.g.z)) + float3(p_1_m0.g.z * 0.89999997615814208984375f, p_1_m0.g.z * 0.920000016689300537109375f, p_1_m0.g.z), float3(_1987, _1987, _1987)); float _1991 = luma(col); col = lerp(col, float3(_1991, _1991, _1991) * float3(1.0499999523162841796875f, 0.949999988079071044921875f, 0.949999988079071044921875f), float3(p_1_m0.d.z, p_1_m0.d.z, p_1_m0.d.z)); uint _1999_dummy_parameter; float2 _2000 = float2(spvTextureSize(tCast, 0u, _1999_dummy_parameter)); int2 _2006 = int2(clamp(clamp(uv_1 * _2000, float2(0.0f, 0.0f), _2000 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f))); int _2007; spvTextureSize(tCast, 0u, _2007); int _2009 = int(min(uint(0), uint(int(_2007) - 1))); uint _2010_dummy_parameter; float4 _2014 = tCast.Load(int3(int2(min(uint2(_2006), uint2(int2(spvTextureSize(tCast, uint(_2009), _2010_dummy_parameter)) - int2(1, 1)))), _2009)); int _2015; spvTextureSize(tCastD, 0u, _2015); int _2017 = int(min(uint(0), uint(int(_2015) - 1))); uint _2018_dummy_parameter; float4 _2022 = tCastD.Load(int3(int2(min(uint2(_2006), uint2(int2(spvTextureSize(tCastD, uint(_2017), _2018_dummy_parameter)) - int2(1, 1)))), _2017)); float4 _2025 = tB.Sample(samp, uv_1); float _2026 = _2025.w; float _2029 = max(_2022.w, 0.0040000001899898052215576171875f); float3 _2031 = _2022.xyz / float3(_2029, _2029, _2029); float _2040 = ((round(_2031.x * 255.0f) * 256.0f) + round(_2031.y * 255.0f)) / 800.0f; float _2045 = (_2026 < 0.0f) ? 1.0f : smoothstep(_2040 - 0.89999997615814208984375f, _2040 - 0.449999988079071044921875f, _2026); float _2048 = round(_2031.z * 255.0f); float _2050 = floor(_2048 / 64.0f); float _2061 = (_2050 / 3.0f) * 0.0f; crgb = _2014.xyz + float3(_2061, _2061, _2061); if (_2014.w > 0.00999999977648258209228515625f) { _1498 = !((_2048 - (_2050 * 64.0f)) > 58.5f); } else { _1498 = false; } if (_1498) { float _2074 = _2000.y / 720.0f; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_2.x, uint2(0u, 0u).y == loop_bound_2.y))) { break; } loop_bound_2 -= uint2(uint(loop_bound_2.y == 0u), 1u); if (!(t <= 5)) { break; } float _2103 = ((float(t * t) * 0.89999997615814208984375f) * _2074) + (1.5f * _2074); float _2106 = 1.0f / float(t); int _2116; spvTextureSize(tCast, 0u, _2116); int _2118 = int(min(uint(0), uint(int(_2116) - 1))); uint _2119_dummy_parameter; toward += ((1.0f - tCast.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * _2000) + (float2(-0.543251216411590576171875f, -0.839570105075836181640625f) * _2103), float2(0.0f, 0.0f), _2000 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tCast, uint(_2118), _2119_dummy_parameter)) - int2(1, 1)))), _2118)).w) * _2106); int _2137; spvTextureSize(tCast, 0u, _2137); int _2139 = int(min(uint(0), uint(int(_2137) - 1))); uint _2140_dummy_parameter; away += ((1.0f - tCast.Load(int3(int2(min(uint2(int2(clamp(clamp((uv_1 * _2000) - (float2(-0.543251216411590576171875f, -0.839570105075836181640625f) * _2103), float2(0.0f, 0.0f), _2000 - float2(1.0f, 1.0f)), float2(-2147483648.0f, -2147483648.0f), float2(2147483520.0f, 2147483520.0f)))), uint2(int2(spvTextureSize(tCast, uint(_2139), _2140_dummy_parameter)) - int2(1, 1)))), _2139)).w) * _2106); t++; continue; } toward /= 2.28299999237060546875f; away /= 2.28299999237060546875f; float3 _2157 = lerp(float3(0.550000011920928955078125f, 0.699999988079071044921875f, 1.0f), float3(1.0f, 0.7599999904632568359375f, 0.5f), float3(p_1_m0.f.w, p_1_m0.f.w, p_1_m0.f.w)); float3 _2159 = crgb; float _2169 = ((smoothstep(0.0500000007450580596923828125f, 0.89999997615814208984375f, toward) * p_1_m0.f.y) * smoothstep(0.02999999932944774627685546875f, 0.1500000059604644775390625f, dot(_2159, float3(0.300000011920928955078125f, 0.550000011920928955078125f, 0.1500000059604644775390625f)))) * (1.0f - clamp(((_2048 - (_2050 * 64.0f)) - 8.0f) / 48.0f, 0.0f, 1.0f)); crgb = (crgb + (((crgb * _2157) * _2169) * 0.550000011920928955078125f)) + (((_2157 * _2169) * 0.0599999986588954925537109375f) * _2014.w); crgb *= (1.0f - (((smoothstep(0.100000001490116119384765625f, 0.949999988079071044921875f, away) * (1.0f - _2169)) * 0.2800000011920928955078125f) * p_1_m0.f.y)); } col = (col * (1.0f - (_2014.w * _2045))) + (crgb * _2045); float _2201 = length(_1531 * float2(1.0f, 0.89999997615814208984375f)); col *= lerp(1.0f - p_1_m0.d.x, 1.0f, smoothstep(0.85000002384185791015625f, 0.25f, _2201)); float _2214 = (p_1_m0.c.x * smoothstep(0.300000011920928955078125f, 0.800000011920928955078125f, _2201)) * 0.85000002384185791015625f; col = lerp(col, float3(0.75f, 0.0199999995529651641845703125f, 0.0500000007450580596923828125f), float3(_2214, _2214, _2214)); col += ((float3(0.4000000059604644775390625f, 0.85000002384185791015625f, 1.0f) * p_1_m0.c.w) * 0.25f); if (p_1_m0.h.x > 0.001000000047497451305389404296875f) { v = float3(0.014999999664723873138427734375f, 0.0500000007450580596923828125f, 0.04500000178813934326171875f) + ((float3(0.2199999988079071044921875f, 0.85000002384185791015625f, 0.660000026226043701171875f) * pow(max(dot(col, float3(0.2989999949932098388671875f, 0.58700001239776611328125f, 0.114000000059604644775390625f)), 0.0f), 0.800000011920928955078125f)) * 0.800000011920928955078125f); v *= (0.89999997615814208984375f + (0.100000001490116119384765625f * sin(_1391.pos.y * 1.89999997615814208984375f))); v *= (1.0f + (0.14000000059604644775390625f * smoothstep(0.0500000007450580596923828125f, 0.0f, abs(frac((uv_1.y * 0.60000002384185791015625f) - (p_1_m0.a.w * 0.300000011920928955078125f)) - 0.5f)))); float2 _2260 = uv_1 * float2(64.0f, 36.0f); v += (float3(0.0199999995529651641845703125f, 0.0900000035762786865234375f, 0.070000000298023223876953125f) * smoothstep(0.0350000001490116119384765625f, 0.0f, 0.5f - max(abs(frac(_2260.x) - 0.5f), abs(frac(_2260.y) - 0.5f)))); v += ((float3(0.119999997317790985107421875f, 0.699999988079071044921875f, 0.5f) * smoothstep(0.4199999868869781494140625f, 0.85000002384185791015625f, length(_1531 * float2(1.0f, 0.800000011920928955078125f)))) * 0.449999988079071044921875f); float _2300 = p_1_m0.h.x * (1.0f - smoothstep(p_1_m0.h.y - 0.039999999105930328369140625f, p_1_m0.h.y, uv_1.y)); col = lerp(col, v, float3(_2300, _2300, _2300)) + (((float3(0.449999988079071044921875f, 1.0f, 0.800000011920928955078125f) * (smoothstep(0.02999999932944774627685546875f, 0.0f, abs(uv_1.y - p_1_m0.h.y)) * step(p_1_m0.h.y, 1.0499999523162841796875f))) * p_1_m0.h.x) * 0.699999988079071044921875f); } if (p_1_m0.h.z > 0.5f) { float3 _2314 = col; float _2316 = smoothstep(0.12999999523162841796875f, 0.20000000298023223876953125f, dot(_2314, float3(0.2989999949932098388671875f, 0.58700001239776611328125f, 0.114000000059604644775390625f))); if (p_1_m0.h.z < 1.5f) { col = lerp(float3(0.949999988079071044921875f, 0.930000007152557373046875f, 0.87000000476837158203125f), float3(0.02999999932944774627685546875f, 0.0199999995529651641845703125f, 0.039999999105930328369140625f), float3(_2316, _2316, _2316)); } else { col = lerp(float3(0.0199999995529651641845703125f, 0.00999999977648258209228515625f, 0.02999999932944774627685546875f), p_1_m0.k.xyz, float3(_2316, _2316, _2316)); } } if (p_1_m0.k.w > 0.00999999977648258209228515625f) { col = (col * (1.0f - (clamp(lw.z, -0.60000002384185791015625f, 1.0f) * 0.2199999988079071044921875f))) + ((float3(0.85000002384185791015625f, 0.920000016689300537109375f, 1.0f) * lw.w) * 0.449999988079071044921875f); } float _2351 = floor(p_1_m0.a.w * 24.0f) / 24.0f; float _2363 = (hash((uv_1 * 1000.0f) + float2(_2351 * 37.0f, _2351 * 11.0f)) - 0.5f) * p_1_m0.d.y; col += float3(_2363, _2363, _2363); _1398 = float4(clamp(col, float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)), 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._1398 = _1398; return stage_output; }   •à à ÿö¯|(½ëHSLTP  aÿÿÿÿbÿÿÿÿc ÿÿÿÿd0ÿÿÿÿe@ÿÿÿÿfPÿÿÿÿg`ÿÿÿÿhpÿÿÿÿk€ÿÿÿÿfeet� ÿÿÿÿq�ÿÿÿÿp_block ptAÿÿÿÿsampÿÿÿÿvs_fullvs_full fs_bright fs_brightfs_blurfs_blurfs_blurAfs_blurAfs_lensfs_lensfs_auxfs_auxfs_finalfs_final|í# 2 GLSL.std.450vvs_fullort ™fs_bright’•˜fs_blur Ufs_blurAPRTšfs_lens•—™,fs_aux')+ Zfs_finalUWY™Uš,ZGH#H#H# H#0H#@H#PH#`H#pH#€H #�H #�H #H #G"G!GH#G"G!G"G!G"G!G"G!G"G!G"G!G"G!G"G!Go *Gr GtG’ G•G˜G GGGP GRGTG• G—G™G' G)G+GU GWGY  +            ;  ;;;  ;;;;;!" +#гY>+$Y7?+%˜Ý“=, &#$%!,  -+.+0? 8 9+:?!D +E×£ @+F�Âõ<+G…@+H= ?+I)\>, JFFF, KHHH, LIII+M, NMMM+O€?, POOO+^‡™>+_¢E?+`Õxé=, a^_`!j +m�Âõ=+n€>+o>+p<+qÁ, rqq+sA, tss+u«ª*¾+v«ª*>)w y . z |.} Ä+È!þ +ÿÑòÝC+%¶ÜC, ÿ+…™A, . ! +!o;, "MM+#+$ +%+&33³>+'ÍÌ @+(@+)ÍÌL>+*®Ga>++333?+,ÍÌL=+-33s?+.�Âõ>+/ ×#= 2@ A@B,@C..+Dÿÿÿÿ,@EDD W+Y+[ +s+¹33þB+ºšÙ›C, »¹º+¼Œî*G+ÅÀ†C+ÆÍL7C, ÇÅÆ!Õ +ÖffÆ?+×R¸?+ØÍÌ̽+ÙÍÌL?+Ú{®¾+Û= ×¾, ÜÚÛ+Ý ×£>+Þš™™>+ßffæ>, àÞß+áö(\?+ +@?, 0+�Âu>, Þ+ ?!' ,(MMMM+)š™?+*++š™™=+,= ×>+-{®>, .0ß+/ˆA+0à@+1 @+2ffF@+3š™Ù?+4øA, 500+6ÍÌ ?+7 ×£=+8o:+9…k?+:�Âu=+;ÿÿÿÿ+<PA+=A+>À@+?Í̬?+@ÍÌÌ>+A B+B A+Coƒ;+DÂB+E¦›D;+FB`å;+GX94<*H+I\�Â>+Jfff?+KìQ8>+LìQ8=.Q.S+x@@, yxx, zOM, {MO, |OO!— , ˜11+™ff&?+š7‰�?+›‘í|?+œìQ8?+�ìQx?+žö(ä@+ŸÍÌl@ ¡ .¤! + ×#>+0A+š™¿, Ù, )Ù,, '0+33@+€@, +š™Y?+¦›D<, +$B, +)\�=, nn+!+"¶B+#ÐI@+$à-;. &!– +˜ +™¦ ?+š+›¦ †>+œ@A, �OO+ž¤p=?Ë+ÌÏ, ÍÌÌ+ÎÿÿÿN, ÏÎÎ,ËÖ%%!í +ï4D+ð‚C+ñ`A+ò®Ç>+óz7?+ô{.>+õ ×£<+öffæ?+÷š™>+øÍÌÌ?+ùff†?.ý.ÿ,Ë:%%,ËI%% p;po s;sr u ;ut!w y . z ‹ “;“’ – ;–•;s˜+�ff¦?+žà?+Ÿ·Ñ8. ¡.£;“;–;s+Äyh>+;±?+ç¡>+ìÄN@+àé�=. ;“P;–R;sT. 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@group(0) @binding(0) var F: Frame; @group(0) @binding(1) var O: Obj; @group(0) @binding(2) var tSun: texture_depth_2d; @group(0) @binding(7) var sSun: sampler_comparison; @group(0) @binding(3) var tScreen: texture_2d; @group(0) @binding(4) var sScreen: sampler; @group(0) @binding(5) var tSign: texture_2d; @group(0) @binding(6) var tBoard: texture_2d; fn wideAt(z: f32) -> f32 { let _e4 = F.wq.z; let n_2 = i32(_e4); let _e9 = F.wq.x; let _e14 = F.wq.y; let f = clamp(((z - _e9) * _e14), 0f, (f32((n_2 - 1i)) - 0.001f)); let i_14 = i32(floor(f)); let t = (f - f32(i_14)); let a_1 = F.wwide[(i_14 / 4i)][(i_14 % 4i)]; let b_1 = F.wwide[((i_14 + 1i) / 4i)][((i_14 + 1i) % 4i)]; return mix(a_1, b_1, t); } fn objRot(p: vec3) -> vec3 { let _e4 = O.xf.w; let cr = cos(_e4); let _e9 = O.xf.w; let sr = sin(_e9); let a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); let _e26 = O.xf.z; let cp = cos(_e26); let _e31 = O.xf.z; let sp = sin(_e31); let b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); let _e49 = O.xf.x; let c = cos(_e49); let _e54 = O.xf.x; let s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } fn objPos(p_1: vec3, n: vec3) -> vec3 { var wp: vec3; let _e5 = O.xf.y; let _e9 = O.xf.y; let sc = select(_e5, 1f, (_e9 == 0f)); let _e15 = objRot((p_1 * sc)); let _e18 = O.offset; wp = (_e15 + _e18.xyz); let _e25 = O.lm.z; if (_e25 > 0.5f) { let tag = length(n); let _e30 = wp.x; let byX = (abs(_e30) >= 4.7f); let stays = (tag > 2.5f); let slide = select(!(stays), byX, (tag < 1.5f)); if slide { let _e41 = wp.x; let _e43 = wp.x; let _e46 = wp.z; let _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if stays { let _e51 = wp.z; let _e52 = wideAt(_e51); let ax_1 = ((tag - 3f) * 20f); if (_e52 < 0f) { let _e60 = wp.x; let _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5f, 4.7f, ax_1))); } } } } let _e70 = wp; return _e70; } fn objNrm(n_1: vec3) -> vec3 { let _e1 = objRot(n_1); return _e1; } fn sway(wp_1: vec3, m: f32) -> vec3 { var local_3: bool; if !((abs((m - 1.2f)) > 0.04f)) { local_3 = (wp_1.y < 2f); } else { local_3 = true; } let _e14 = local_3; if _e14 { return wp_1; } let t_1 = F.camPos.w; let a_3 = clamp(((wp_1.y - 2f) * 0.045f), 0f, 0.16f); let ph = ((wp_1.x * 0.37f) + (wp_1.z * 0.23f)); let gust = (0.65f + (0.35f * sin(((t_1 * 0.31f) + (wp_1.z * 0.05f))))); let dx = (((sin(((t_1 * 1.3f) + ph)) + (0.3f * sin((((t_1 * 3.7f) + (wp_1.z * 1.9f)) + (wp_1.y * 2f))))) * a_3) * gust); let dz = ((((sin((((t_1 * 1.1f) + (ph * 1.3f)) + 1.7f)) + (0.3f * sin(((t_1 * 4.1f) + (wp_1.x * 2.1f))))) * a_3) * 0.6f) * gust); return (wp_1 + vec3(dx, 0f, dz)); } fn sunShadow(P: vec3, N: vec3, ndl: f32) -> f32 { var local_4: bool; var local_5: bool; var local_6: bool; var lit: f32 = 0f; var j: i32 = -1i; var i_8: i32; let _e6 = F.sunCol.w; if (_e6 < 0.5f) { return 1f; } let _e12 = F.sunVP; let sp_1 = (_e12 * vec4((P + (N * 0.06f)), 1f)); let uv_1 = vec2(((sp_1.x * 0.5f) + 0.5f), (0.5f - (sp_1.y * 0.5f))); if !((uv_1.x <= 0f)) { local_4 = (uv_1.x >= 1f); } else { local_4 = true; } let _e40 = local_4; if !(_e40) { local_5 = (uv_1.y <= 0f); } else { local_5 = true; } let _e48 = local_5; if !(_e48) { local_6 = (uv_1.y >= 1f); } else { local_6 = true; } let _e56 = local_6; if _e56 { return 1f; } let _e59 = textureDimensions(tSun); let dim = vec2(_e59); let bias = (0.0012f + (0.003f * (1f - ndl))); let _e70 = F.misc.y; let R = clamp((_e70 * 0.6f), 0.75f, 2f); let o_4 = (vec2((R * 0.7f)) / dim); let dref = (sp_1.z - bias); loop { let _e86 = j; if (_e86 <= 1i) { } else { break; } { i_8 = -1i; loop { let _e91 = i_8; if (_e91 <= 1i) { } else { break; } { let _e94 = i_8; let _e98 = j; let w_2 = f32(((2i - abs(_e94)) * (2i - abs(_e98)))); let _e104 = lit; let _e107 = i_8; let _e109 = j; let _e114 = textureSampleCompareLevel(tSun, sSun, (uv_1 + (vec2(f32(_e107), f32(_e109)) * o_4)), dref); lit = (_e104 + (w_2 * _e114)); } continuing { let _e118 = i_8; i_8 = (_e118 + 1i); } } } continuing { let _e121 = j; j = (_e121 + 1i); } } let _e123 = lit; return (_e123 / 16f); } fn kStep(i_9: i32) -> f32 { let _e4 = F.wq.z; let j_1 = clamp(i_9, 0i, (i32(_e4) - 2i)); let a0_ = F.warp[j_1]; let a1_ = F.warp[(j_1 + 1i)]; let _e30 = F.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } fn kNode(i_10: i32) -> f32 { let _e3 = kStep((i_10 - 1i)); let _e4 = kStep(i_10); return (0.5f * (_e3 + _e4)); } fn bend(p_2: vec3) -> vec3 { var x: f32; var ax: f32; let _e4 = F.wq.w; if (_e4 < 0.5f) { return p_2; } let _e10 = F.wq.z; let n_3 = i32(_e10); let _e16 = F.wq.x; let _e21 = F.wq.y; let f_1 = ((p_2.z - _e16) * _e21); if (f_1 <= 0f) { let a_4 = F.warp[0]; let _e33 = F.wq.x; let dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if (f_1 >= f32((n_3 - 1i))) { let a_5 = F.warp[(n_3 - 1i)]; let _e67 = F.wq.x; let _e74 = F.wq.y; let dz_2 = (p_2.z - (_e67 + (f32((n_3 - 1i)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } let i_15 = i32(floor(f_1)); let t_2 = (f_1 - f32(i_15)); let a0_1 = F.warp[i_15]; let a1_1 = F.warp[(i_15 + 1i)]; let phi = (atan2(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); let hh = (phi * 0.5f); let sc_1 = select((sin(hh) / hh), 1f, (abs(hh) < 0.00001f)); let _e138 = F.wq.y; let dz_3 = ((t_2 / _e138) * sc_1); let ch = cos(hh); let sh = sin(hh); let cp_1 = cos(phi); let sp_2 = sin(phi); let c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_2)), ((a0_1.w * cp_1) - (a0_1.z * sp_2))); let _e172 = kNode(i_15); let _e175 = kNode((i_15 + 1i)); let k_1 = mix(_e172, _e175, t_2); x = p_2.x; let _e179 = x; if ((_e179 * k_1) > 0f) { let lim = (0.82f / abs(k_1)); let _e186 = x; ax = abs(_e186); let _e189 = ax; if (_e189 > (lim * 0.6f)) { let _e197 = ax; ax = ((lim * 0.6f) + ((lim * 0.4f) * (1f - exp((-((_e197 - (lim * 0.6f))) / (lim * 0.4f)))))); } let _e210 = x; let _e212 = ax; x = (sign(_e210) * _e212); } let _e215 = x; let _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } fn bendH(z_1: f32) -> vec2 { let _e4 = F.wq.w; if (_e4 < 0.5f) { return vec2(0f, 1f); } let _e13 = F.wq.z; let n_4 = i32(_e13); let _e18 = F.wq.x; let _e23 = F.wq.y; let f_2 = clamp(((z_1 - _e18) * _e23), 0f, (f32((n_4 - 1i)) - 0.001f)); let i_16 = i32(floor(f_2)); let a0_2 = F.warp[i_16]; let a1_2 = F.warp[(i_16 + 1i)]; let phi_1 = (atan2(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - f32(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } fn hash21_(p_3: vec2) -> f32 { var q: vec2; q = fract((p_3 * vec2(123.34f, 456.21f))); let _e7 = q; let _e8 = q; let _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32f))))); let _e17 = q.x; let _e19 = q.y; return fract((_e17 * _e19)); } fn noise(p_4: vec2) -> f32 { let i_17 = floor(p_4); let f_3 = fract(p_4); let u_2 = ((f_3 * f_3) * (vec2(3f) - (2f * f_3))); let _e10 = hash21_(i_17); let _e15 = hash21_((i_17 + vec2(1f, 0f))); let _e20 = hash21_((i_17 + vec2(0f, 1f))); let _e25 = hash21_((i_17 + vec2(1f, 1f))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } fn fbm(p_5: vec2) -> f32 { let _e1 = noise(p_5); let _e9 = noise(((p_5 * 2.13f) + vec2(3.1f))); let _e18 = noise(((p_5 * 4.7f) + vec2(7.7f))); return (((_e1 * 0.55f) + (_e9 * 0.3f)) + (_e18 * 0.15f)); } fn room(o_2: vec2, dir: vec3, w: f32, h: f32, depth: f32) -> vec4 { var surf: f32 = 0f; var shade: f32 = 1f; var uv: vec2; let dx_1 = (select(-0.0001f, 0.0001f, (dir.x >= 0f)) + dir.x); let dy = (select(-0.0001f, 0.0001f, (dir.y >= 0f)) + dir.y); let tx = select(((0f - o_2.x) / dx_1), ((w - o_2.x) / dx_1), (dx_1 > 0f)); let ty = select(((0f - o_2.y) / dy), ((h - o_2.y) / dy), (dy > 0f)); let tz_1 = (depth / max(dir.z, 0.001f)); let t_3 = min(tx, min(ty, tz_1)); let hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if (t_3 == tx) { surf = 1f; shade = 0.62f; uv = vec2((hp.z / depth), (hp.y / h)); } else { if (t_3 == ty) { surf = select(3f, 2f, (dy < 0f)); shade = select(0.95f, 0.42f, (dy < 0f)); uv = vec2((hp.x / w), (hp.z / depth)); } } let _e87 = shade; shade = (_e87 * mix(1f, 0.55f, clamp((hp.z / depth), 0f, 1f))); let _e97 = shade; let _e98 = uv; let _e99 = surf; return vec4(_e97, _e98, _e99); } fn graffiti(u: f32, v_2: f32, seed: f32) -> vec4 { var col: vec3 = vec3(1f, 0.18f, 0.55f); let panel = floor((u / 3.2f)); let _e9 = hash21_(vec2(panel, (seed + 5f))); let on = ((step(_e9, 0.45f) * step(v_2, 2.5f)) * step(0.25f, v_2)); let _e29 = fbm((vec2((u * 1.1f), (v_2 * 2.2f)) + vec2((seed * 3.1f), (panel * 7f)))); let tag_1 = (smoothstep(0.6f, 0.63f, _e29) * on); let rim = ((smoothstep(0.55f, 0.58f, _e29) - smoothstep(0.6f, 0.63f, _e29)) * on); let _e45 = hash21_(vec2((panel + 2f), seed)); if (_e45 > 0.33f) { col = vec3(0.15f, 0.8f, 1f); } if (_e45 > 0.7f) { col = vec3(1f, 0.82f, 0.2f); } let _e67 = col; let c_2 = mix(vec3(0.02f, 0.02f, 0.03f), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0f, 1f) * 0.85f)); } fn bands(x_1: f32) -> f32 { return (((smoothstep(0.02f, 0.06f, x_1) * 0.38f) + (smoothstep(0.34f, 0.38f, x_1) * 0.34f)) + (smoothstep(0.68f, 0.72f, x_1) * 0.28f)); } fn aaBand(x_2: f32, a: f32, b: f32, w_1: f32) -> f32 { let ww = max(w_1, 0.0001f); return (smoothstep((a - ww), (a + ww), x_2) * (1f - smoothstep((b - ww), (b + ww), x_2))); } fn shadeAll(i_11: VOut) -> FOut { var albedo: vec3; var N_1: vec3; var emissive: vec3 = vec3(0f); var wet: f32 = 0f; var gloss: f32 = 0f; var envK: f32 = 1f; var reflK: f32 = 0f; var reflW: f32 = 1f; var specK: f32 = 1f; var gapWet: f32 = 0f; var local_7: bool; var local_8: bool; var rc: f32; var cw: f32 = 2.3f; var x0_: f32 = 0.22f; var x1_: f32 = 0.78f; var y0_: f32 = 0.25f; var y1_: f32 = 0.82f; var pLit: f32 = 0.86f; var pBoard: f32 = 0.97f; var vb: f32 = 3.6f; var win: f32; var door: f32 = 0f; var wc: vec3 = vec3(0.035f, 0.045f, 0.07f); var rc_1: f32; var local_9: bool; var local_10: bool; var u_1: f32; var v_3: f32; var su: f32; var tz: array, 5> = array, 5>(vec4(-2.3f, 2.34f, -1.38f, 1.36f), vec4(-1.95f, 1.94f, -1.2f, 1.18f), vec4(-2.35f, 2.4f, -1.45f, 1.5f), vec4(-2.35f, 2.38f, -1.5f, 1.55f), vec4(-2.3f, 2.32f, -1.38f, 1.4f)); var td: array, 5> = array, 5>(vec4(-0.86f, 0.12f, 1.08f, 0.93f), vec4(-0.7f, 0.45f, 0.45f, 0.93f), vec4(-0.94f, -0.02f, 0.3f, 1.06f), vec4(-1.38f, -0.4f, 0.95f, 1.34f), vec4(-0.86f, 0.12f, 1.3f, 1.02f)); var seam: f32 = 0f; var local_11: bool; var frame: f32; var ao: f32 = 1f; var sky: f32 = 1f; var light: vec3; var spec: vec3 = vec3(0f); var refl: vec3 = vec3(0f); var local_12: bool; var k: i32 = 0i; var local_13: bool; var local_14: bool; var local_15: bool; var local_16: bool; var local_17: bool; var local_18: bool; var local_19: bool; var local_20: bool; var local_21: bool; var col_1: vec3; var o_3: FOut; var local_22: bool; let mat = i32(round((i_11.col.w * 10f))); let _e11 = O.tint; albedo = (i_11.col.xyz * _e11.xyz); N_1 = normalize(i_11.nrm); let P_1 = i_11.wpos; let t_4 = F.camPos.w; let _e25 = F.camPos; let V = normalize((_e25.xyz - P_1)); let dUVx = dpdx(i_11.uv); let dUVy = dpdy(i_11.uv); let fwUV = min((abs(dUVx) + abs(dUVy)), vec2(0.5f)); let _e54 = fwidth(P_1); let fwP = min(_e54, vec3(0.5f)); let _e60 = fwidth(i_11.lp.xyz); let fwL = min(_e60, vec3(0.5f)); if (mat == 1i) { let sid = round(i_11.uv.x); let _e72 = fbm((P_1.xz * 1.7f)); let _e73 = albedo; albedo = (_e73 * (0.82f + (0.3f * _e72))); if (sid == 1f) { let row = floor((P_1.z / 0.3f)); let _e89 = hash21_(vec2(row, 3f)); let q_1 = vec2(((P_1.x / (0.42f + (0.1f * _e89))) + (row * 0.37f)), (P_1.z / 0.3f)); let f_4 = (fract(q_1) - vec2(0.5f)); let id = floor(q_1); let _e111 = noise((P_1.xz * 6f)); let w2_ = (_e111 * 0.08f); let e = (max(abs(f_4.x), abs(f_4.y)) + w2_); let gap = smoothstep(0.42f, 0.5f, e); let _e123 = albedo; let _e124 = hash21_(id); albedo = ((_e123 * (0.82f + (0.36f * _e124))) * (1f - (0.45f * gap))); let _e135 = N_1; N_1 = normalize((_e135 + ((vec3(f_4.x, 0f, f_4.y) * 0.45f) * smoothstep(0.25f, 0.48f, e)))); gapWet = gap; } else { if (sid == 2f) { let c_3 = (fract((P_1.xz / vec2(3f))) - vec2(0.5f)); let joint = smoothstep(0.482f, 0.497f, max(abs(c_3.x), abs(c_3.y))); let _e166 = albedo; let _e172 = hash21_(floor((P_1.xz / vec2(3f)))); albedo = ((_e166 * (0.82f + (0.3f * _e172))) * (1f - (0.6f * joint))); let _e189 = fbm(((P_1.xz * 0.6f) + vec2(3.3f))); let oil = smoothstep(0.6f, 0.72f, _e189); let _e193 = albedo; albedo = (_e193 * (1f - (0.45f * oil))); gapWet = joint; } } let _e202 = noise((P_1.xz * 0.9f)); let _e215 = noise(((P_1.xz * 0.21f) + vec2(9f))); let crack = ((smoothstep(0.035f, 0f, abs((_e202 - 0.5f))) * smoothstep(0.4f, 0.7f, _e215)) * select(1f, 0f, (sid == 1f))); let _e226 = albedo; albedo = (_e226 * (1f - (0.5f * crack))); let _e235 = wideAt(P_1.z); let axE = (abs(P_1.x) - _e235); let _e237 = albedo; albedo = (_e237 * mix(1f, 0.62f, (smoothstep(4.55f, 5f, axE) * step(axE, 5.05f)))); let dash = (step(0.5f, fract((P_1.z / 6f))) * smoothstep(0.13f, 0.1f, abs(P_1.x))); let edge = smoothstep(0.1f, 0.07f, abs((axE - 4.55f))); let _e272 = noise(((P_1.xz * 2.3f) + vec2(1.7f))); let wear = smoothstep(0.25f, 0.6f, _e272); let _e276 = albedo; albedo = mix(_e276, vec3(0.78f, 0.66f, 0.32f), ((((dash + edge) * wear) * 0.85f) * select(1f, 0f, (sid == 1f)))); let _e299 = fbm(((P_1.xz * 0.23f) + vec2(5.1f, 0f))); let pud = smoothstep(0.52f, 0.62f, _e299); let _e303 = gapWet; let _e313 = F.params.x; wet = (mix(0.35f, 1f, max(pud, (_e303 * 0.8f))) * _e313); let _e315 = albedo; albedo = (_e315 * mix(1f, 0.45f, pud)); let _e326 = F.params.x; reflK = (mix(0.35f, 1f, pud) * _e326); reflW = mix(1.7f, 0.6f, pud); let rx = (sin((((P_1.x * 7f) + (t_4 * 1.3f)) + (sin((P_1.z * 5.3f)) * 1.5f))) * sin((((P_1.z * 6.1f) - (t_4 * 0.9f)) + (sin((P_1.x * 4.1f)) * 1.2f)))); let rz = (sin((((P_1.z * 7.7f) - (t_4 * 1.1f)) + (sin((P_1.x * 4.7f)) * 1.4f))) * sin((((P_1.x * 5.9f) + (t_4 * 0.8f)) + (sin((P_1.z * 3.7f)) * 1.1f)))); let _e389 = N_1; N_1 = normalize((_e389 + ((vec3(rx, 0f, rz) * 0.035f) * pud))); gloss = 1f; } else { if (mat == 2i) { let cell = abs((fract((P_1.xz / vec2(1.6f))) - vec2(0.5f))); let sw = (max(fwP.x, fwP.z) / 1.6f); let seam_1 = (smoothstep((0.482f - sw), (0.482f + sw), max(cell.x, cell.y)) * clamp((1f - (sw * 25f)), 0f, 1f)); let _e435 = hash21_(floor((P_1.xz / vec2(1.6f)))); let _e436 = albedo; albedo = ((_e436 * (0.85f + (0.25f * _e435))) * (1f - (0.45f * seam_1))); let _e447 = albedo; let _e451 = wideAt(P_1.z); albedo = (_e447 * mix(1f, 0.5f, smoothstep(7.3f, 8.2f, (abs(P_1.x) - _e451)))); let _e463 = F.params.x; wet = (0.25f * _e463); gloss = 0.5f; let _e470 = F.params.x; reflK = (0.2f * _e470); reflW = 2f; } else { if (mat == 3i) { let style = floor((i_11.uv.x / 1000f)); let u_3 = (i_11.uv.x - (style * 1000f)); let v_4 = i_11.uv.y; let _e488 = albedo; let _e492 = F.misc.w; albedo = (_e488 * _e492); let _e497 = O.offset.w; let seed_1 = ((_e497 + (i_11.col.x * 31f)) + (style * 7f)); let _e511 = fbm(vec2((u_3 * 0.8f), (v_4 * 2.5f))); let _e512 = albedo; albedo = (_e512 * (0.86f + (0.2f * _e511))); let fwm = max(fwUV.x, fwUV.y); let _e523 = hash21_(vec2(seed_1, 7.7f)); if (style != 0f) { let kf = clamp((1f - (fwm / 0.07f)), 0f, 1f); if (_e523 < 0.5f) { let row_1 = floor((v_4 / 0.3f)); let bu = ((u_3 / 0.66f) + (0.5f * (row_1 - (2f * floor((row_1 * 0.5f)))))); let id_1 = vec2(floor(bu), row_1); let f_5 = vec2(fract(bu), fract((v_4 / 0.3f))); let dx_2 = (min(f_5.x, (1f - f_5.x)) * 0.66f); let dy_1 = (min(f_5.y, (1f - f_5.y)) * 0.3f); let mort = max((1f - smoothstep(0.012f, (0.012f + fwm), dx_2)), (1f - smoothstep(0.012f, (0.012f + fwm), dy_1))); let _e584 = hash21_((id_1 + vec2(seed_1, 1f))); let tone = (0.84f + (0.3f * _e584)); let _e589 = albedo; let b2_ = (_e589 * tone); let _e591 = albedo; let _e592 = albedo; albedo = mix(_e591, mix(b2_, ((_e592 * 0.55f) + vec3(0.22f, 0.21f, 0.2f)), (mort * 0.75f)), kf); } else { if (_e523 < 0.82f) { let fy = fract((v_4 / 0.24f)); let _e620 = aaBand(fy, 0.9f, 1f, (fwUV.y / 0.24f)); let lap = (mix(0.72f, 1f, smoothstep(0f, 0.35f, fy)) * (1f + (0.12f * _e620))); let _e626 = albedo; albedo = (_e626 * mix(1f, lap, kf)); } } } let band = (smoothstep(0.92f, 0.97f, fract(((v_4 - 3.6f) / 3.1f))) * step(3.6f, v_4)); let _e641 = albedo; albedo = (_e641 * (1f - (0.25f * band))); let warm = vec3(1f, 0.6f, 0.28f); let cool = vec3(0.38f, 0.62f, 1f); if (v_4 < 3.6f) { local_7 = (style != 2f); } else { local_7 = false; } let _e662 = local_7; if _e662 { local_8 = (style != 5f); } else { local_8 = false; } let _e668 = local_8; if _e668 { let shopId = floor((u_3 / 4.2f)); let sx = fract((u_3 / 4.2f)); let wsx = (fwUV.x / 4.2f); let _e680 = aaBand(sx, 0.08f, 0.92f, wsx); let _e684 = aaBand(v_4, 0.5f, 2.9f, fwUV.y); let inGlass = (_e680 * _e684); let _e688 = aaBand(sx, 0.04f, 0.96f, wsx); let pil = (1f - _e688); let _e692 = hash21_(vec2(shopId, seed_1)); let boarded = select(0f, step(0.45f, _e692), (style == 4f)); let _e707 = hash21_(vec2((shopId + 3f), seed_1)); let lit_1 = (step(select(0.6f, 0.85f, (style == 4f)), _e707) * (1f - boarded)); let glass = vec3(0.1f, 0.13f, 0.17f); let _e716 = albedo; albedo = mix(_e716, glass, inGlass); let _e718 = albedo; let _e719 = albedo; albedo = mix(_e718, (_e719 * 0.6f), pil); let _e726 = hash21_(vec2((shopId + 7f), seed_1)); let shopCol = mix(warm, cool, step(0.75f, _e726)); let _e731 = N_1; let Tn = cross(_e731, vec3(0f, 1f, 0f)); let _e741 = N_1; let rd = vec3(dot(-(V), Tn), -(V.y), dot(V, _e741)); let _e750 = room(vec2((sx * 4.2f), v_4), rd, 4.2f, 3.4f, 4f); rc = _e750.x; if (_e750.w == 0f) { let _e756 = rc; rc = ((_e756 * (0.7f + (0.3f * step(0.5f, fract((_e750.z * 7f)))))) * (1f - (0.5f * step((_e750.y * 4.2f), 0.4f)))); } if (_e750.w == 3f) { let _e781 = rc; rc = (_e781 + ((step(0.45f, _e750.y) * step(_e750.y, 0.55f)) * 1.5f)); } let _e792 = emissive; let _e798 = rc; emissive = (_e792 + (((((inGlass * lit_1) * shopCol) * 1.45f) * 1f) * _e798)); let _e810 = noise(vec2((u_3 * 3f), (v_4 * 9f))); let ply = (vec3(0.36f, 0.27f, 0.17f) * (0.8f + (0.3f * _e810))); let _e816 = albedo; albedo = mix(_e816, ply, (inGlass * boarded)); let _e819 = albedo; albedo = (_e819 * (1f - ((0.35f * smoothstep(3f, 3.3f, v_4)) * step(v_4, 3.6f)))); gloss = ((inGlass * 0.7f) * (1f - boarded)); } else { if (style == 0f) { cw = 1.55f; x0_ = 0.1f; x1_ = 0.9f; y0_ = 0.18f; y1_ = 0.86f; pLit = 0.72f; } if (style == 2f) { cw = 2f; x0_ = 0.3f; x1_ = 0.7f; y0_ = 0.12f; y1_ = 0.86f; pLit = 0.8f; vb = 0.6f; } if (style == 4f) { pLit = 0.95f; pBoard = 0.5f; } if (style == 5f) { cw = 3.2f; x0_ = 0.1f; x1_ = 0.42f; y0_ = 0.05f; y1_ = 0.72f; pLit = 0.55f; vb = 0f; } let ch_1 = select(3.1f, 2.95f, (style == 5f)); let _e887 = cw; let cx = floor((u_3 / _e887)); let _e890 = vb; let cy = floor(((v_4 - _e890) / ch_1)); let _e894 = cw; let fx = fract((u_3 / _e894)); let _e897 = vb; let fy_1 = fract(((v_4 - _e897) / ch_1)); let _e902 = cw; let wx = (fwUV.x / _e902); let wy = (fwUV.y / ch_1); let _e906 = vb; let _e909 = vb; let above = smoothstep((_e906 - fwUV.y), (_e909 + fwUV.y), v_4); let _e913 = x0_; let _e914 = x1_; let _e915 = aaBand(fx, _e913, _e914, wx); let _e916 = y0_; let _e917 = y1_; let _e918 = aaBand(fy_1, _e916, _e917, wy); win = ((_e915 * _e918) * above); let _e922 = x0_; let _e925 = x1_; let _e928 = aaBand(fx, (_e922 - 0.05f), (_e925 + 0.05f), wx); let _e929 = y0_; let _e932 = y1_; let _e935 = aaBand(fy_1, (_e929 - 0.05f), (_e932 + 0.04f), wy); let _e938 = win; let frame_1 = max((((_e928 * _e935) * above) - _e938), 0f); let _e942 = x0_; let _e945 = x1_; let _e948 = aaBand(fx, (_e942 - 0.06f), (_e945 + 0.06f), wx); let _e949 = y0_; let _e952 = y0_; let _e955 = aaBand(fy_1, (_e949 - 0.085f), (_e952 - 0.05f), wy); let sill = (((_e948 * _e955) * above) * step(style, 4.5f)); if (style == 0f) { let _e963 = win; let _e966 = aaBand(fx, 0.47f, 0.53f, wx); win = (_e963 * (1f - _e966)); } if (style == 5f) { let _e985 = vb; door = ((((step(0.52f, fx) * step(fx, 0.78f)) * step(0f, fy_1)) * step(fy_1, 0.8f)) * step(_e985, v_4)); } let _e993 = hash21_(vec2((cx + (seed_1 * 3f)), (cy + seed_1))); let _e999 = pBoard; if (_e993 > _e999) { wc = vec3(0.33f, 0.24f, 0.15f); } else { let _e1005 = pLit; if (_e993 > _e1005) { let _e1007 = N_1; let Tn_1 = cross(_e1007, vec3(0f, 1f, 0f)); let _e1017 = N_1; let rd_1 = vec3(dot(-(V), Tn_1), -(V.y), dot(V, _e1017)); let _e1020 = cw; let _e1024 = cw; let _e1026 = room(vec2((fx * _e1020), (fy_1 * ch_1)), rd_1, _e1024, ch_1, 2.8f); rc_1 = _e1026.x; let _e1033 = hash21_(vec2((cx + 9f), (cy + seed_1))); if (_e1026.w == 0f) { let _e1037 = rc_1; rc_1 = (_e1037 * (1f - (((0.75f * step(_e1026.z, 0.32f)) * step((_e1033 * 0.5f), _e1026.y)) * step(_e1026.y, (0.5f + (_e1033 * 0.4f)))))); let _e1058 = rc_1; rc_1 = (_e1058 * (1f - ((((0.4f * step(0.55f, _e1026.z)) * step(_e1026.z, 0.75f)) * step(0.35f, _e1026.y)) * step(_e1026.y, 0.6f)))); } let _e1079 = pLit; let _e1080 = pLit; let isTv = (_e993 > (_e1079 + ((1f - _e1080) * 0.75f))); let tv = (0.6f + ((0.4f * sin(((t_4 * 9f) + (_e993 * 90f)))) * sin(((t_4 * 3.1f) + (_e993 * 13f))))); let lc = select(((warm * 1.3f) * (0.92f + (0.08f * sin(((t_4 * 0.7f) + (_e993 * 40f)))))), (cool * tv), isTv); let _e1129 = x0_; let _e1131 = x1_; let curtain = (step(0.6f, _e1033) * ((smoothstep(0.32f, 0.3f, abs((fx - 0.5f))) * 0f) + (1f - smoothstep(0f, 0.16f, min((fx - _e1129), (_e1131 - fx)))))); let _e1141 = emissive; let _e1142 = win; let _e1144 = rc_1; emissive = (_e1141 + ((_e1142 * lc) * mix(_e1144, 0.55f, (curtain * 0.8f)))); wc = (lc * 0.15f); } else { let _e1153 = N_1; let Tn_2 = cross(_e1153, vec3(0f, 1f, 0f)); let _e1163 = N_1; let rd_2 = vec3(dot(-(V), Tn_2), -(V.y), dot(V, _e1163)); let _e1166 = cw; let _e1170 = cw; let _e1172 = room(vec2((fx * _e1166), (fy_1 * ch_1)), rd_2, _e1170, ch_1, 2.8f); let refl_1 = mix(vec3(0.22f, 0.3f, 0.42f), vec3(0.95f, 0.72f, 0.5f), smoothstep(0.55f, 0.95f, (fy_1 + (_e1172.x * 0.2f)))); let _e1202 = F.misc.x; wc = mix((vec3(0.03f, 0.04f, 0.06f) * (0.6f + (0.8f * _e1172.x))), refl_1, (((0.55f * _e1202) * 0f) + 0.5f)); } } let _e1210 = y1_; let _e1213 = y1_; let _e1219 = x0_; let _e1222 = x0_; let recess = ((1f - (0.55f * smoothstep((_e1210 - 0.22f), _e1213, fy_1))) * (1f - (0.3f * smoothstep((_e1219 + 0.12f), _e1222, fx)))); let _e1229 = albedo; let _e1230 = wc; let _e1234 = win; albedo = mix(_e1229, ((_e1230 * 0.5f) * recess), _e1234); let _e1236 = albedo; let _e1237 = albedo; albedo = mix(_e1236, (_e1237 * 1.4f), frame_1); let _e1241 = albedo; albedo = mix(_e1241, vec3(0.74f, 0.7f, 0.62f), (sill * 0.85f)); let _e1249 = albedo; let _e1254 = door; albedo = mix(_e1249, vec3(0.08f, 0.06f, 0.05f), _e1254); if (style == 5f) { let _e1258 = emissive; let _e1259 = door; emissive = (_e1258 + ((((_e1259 * step(0.68f, fy_1)) * step(fy_1, 0.76f)) * vec3(1f, 0.75f, 0.35f)) * 1.2f)); } let _e1274 = win; gloss = (_e1274 * 0.75f); } if !((style == 4f)) { local_9 = (style == 1f); } else { local_9 = true; } let _e1285 = local_9; if !(_e1285) { local_10 = (style == 3f); } else { local_10 = true; } let _e1292 = local_10; if _e1292 { let _e1293 = graffiti(u_3, v_4, seed_1); let _e1294 = albedo; albedo = mix(_e1294, (_e1293.xyz * 0.55f), _e1293.w); } let _e1300 = albedo; albedo = (_e1300 * mix(0.55f, 1f, smoothstep(0f, 4f, v_4))); let _e1318 = fbm((vec2((u_3 * 0.13f), (v_4 * 0.21f)) + vec2((seed_1 * 1.3f), 4f))); let patchT = (0.86f + (0.28f * _e1318)); let _e1331 = fbm(vec2(((u_3 * 1.1f) + (seed_1 * 3f)), (v_4 * 0.11f))); let streakT = (smoothstep(0.6f, 0.88f, _e1331) * (0.12f + (0.12f * smoothstep(3f, 9f, v_4)))); let _e1352 = noise(((P_1.xz * 3.3f) + vec2((P_1.y * 3.1f), 0f))); let grain = (1f + (((0.14f * _e1352) - 0.07f) * clamp((1f - (fwm * 8f)), 0f, 1f))); let _e1367 = albedo; albedo = (((_e1367 * patchT) * (1f - streakT)) * grain); } else { if (mat == 7i) { let _e1381 = noise(((P_1.xz * 2.3f) + vec2(2.3f))); let _e1388 = noise((P_1.xz * 14f)); let wear_1 = (smoothstep(0.08f, 0.4f, _e1381) * (0.8f + (0.2f * _e1388))); let _e1398 = albedo; albedo = mix(vec3(0.07f, 0.07f, 0.09f), _e1398, wear_1); let _e1403 = F.params.x; wet = (0.5f * _e1403); gloss = 0.9f; } else { if (mat == 9i) { let amber = (step(0.4f, i_11.col.y) * step(i_11.col.z, 0.2f)); let ph_1 = fract((t_4 * 1.6f)); let dblA = (step(ph_1, 0.12f) + (step(0.2f, ph_1) * step(ph_1, 0.32f))); let ph2_ = fract(((t_4 * 1.6f) + 0.5f)); let dblB = (step(ph2_, 0.12f) + (step(0.2f, ph2_) * step(ph2_, 0.32f))); let isRed = step(i_11.col.z, i_11.col.x); let o_5 = select(select(dblB, dblA, (isRed > 0.5f)), step(fract((t_4 * 0.9f)), 0.5f), (amber > 0.5f)); let _e1458 = albedo; emissive = (_e1458 * (0.25f + (7f * o_5))); let _e1464 = albedo; albedo = (_e1464 * 0.3f); } else { if (mat == 10i) { u_1 = i_11.uv.x; v_3 = i_11.uv.y; if (abs(dUVx.x) >= abs(dUVx.y)) { u_1 = (i_11.uv.x * select(1f, -1f, (dUVx.x < 0f))); v_3 = (i_11.uv.y * select(1f, -1f, (dUVy.y > 0f))); } else { u_1 = (i_11.uv.y * select(1f, -1f, (dUVx.y < 0f))); v_3 = (i_11.uv.x * select(1f, -1f, (dUVy.x > 0f))); } let _e1516 = u_1; let gx = floor((_e1516 / 0.3f)); let _e1520 = v_3; let gy = floor((_e1520 / 0.45f)); let _e1524 = u_1; let fu = fract((_e1524 / 0.3f)); let _e1528 = v_3; let fv = fract((_e1528 / 0.45f)); let _e1535 = O.offset.w; let _e1538 = hash21_(vec2(gx, (gy + _e1535))); let on_1 = step(0.22f, _e1538); let _e1546 = hash21_(vec2((gx + 3f), (gy + 1.7f))); let _e1552 = hash21_(vec2((gx + 9f), (gy + 4.1f))); let inBox = (((step(0.18f, fu) * step(fu, 0.82f)) * step(0.18f, fv)) * step(fv, 0.82f)); let stemL = (step(0.18f, fu) * step(fu, (0.18f + 0.13f))); let stemR = ((step((0.82f - 0.13f), fu) * step(fu, 0.82f)) * step(0.35f, _e1546)); let barT = ((step((0.82f - (0.13f * 0.8f)), fv) * step(fv, 0.82f)) * step(0.3f, _e1552)); let barM = ((step(0.46f, fv) * step(fv, (0.46f + (0.13f * 0.8f)))) * step(_e1552, 0.7f)); let barB = ((step(0.18f, fv) * step(fv, (0.18f + (0.13f * 0.8f)))) * step(0.55f, _e1546)); let stroke = ((on_1 * inBox) * clamp(((((stemL + stemR) + barT) + barM) + barB), 0f, 1f)); let _e1627 = O.offset.w; let _e1630 = hash21_(vec2((gx + 11f), (gy + _e1627))); let dead = step(0.93f, _e1630); let flick = (1f - dead); let _e1635 = albedo; emissive = (_e1635 * (0.35f + ((3.6f * stroke) * flick))); let _e1642 = albedo; albedo = (_e1642 * 0.15f); } else { if (mat == 11i) { let rid = (0.72f + (0.28f * (0.5f + (0.5f * sin(((i_11.uv.x * 6.2831f) / 0.32f)))))); let _e1673 = fbm(vec2((i_11.uv.x * 1.3f), ((i_11.uv.y * 0.25f) + 3f))); let rust = smoothstep(0.55f, 0.8f, _e1673); let _e1677 = albedo; albedo = mix((_e1677 * rid), (vec3(0.35f, 0.16f, 0.08f) * rid), (rust * 0.6f)); let _e1694 = O.offset.w; let _e1697 = graffiti(i_11.uv.x, i_11.uv.y, (_e1694 + 3f)); let _e1698 = albedo; albedo = mix(_e1698, ((_e1697.xyz * 0.55f) * rid), _e1697.w); gloss = 0.35f; } else { if (mat == 12i) { let _e1717 = fbm(((P_1.xz * 3.2f) + vec2((P_1.y * 2f), 0f))); if (P_1.y > 2.2f) { let _e1730 = noise(((P_1.xz * 2.2f) + vec2((P_1.y * 1.7f), 0f))); let n1_ = (_e1730 - 0.5f); let _e1742 = noise(((P_1.zx * 2.4f) - vec2((P_1.y * 1.5f), 0f))); let n2_ = (_e1742 - 0.5f); let _e1745 = N_1; N_1 = normalize((((_e1745 * 0.9f) + vec3(0f, 0.15f, 0f)) + (vec3(n1_, 0f, n2_) * 0.22f))); let _e1770 = noise(((P_1.xz * 3.4f) + vec2((P_1.y * 2.6f), (P_1.y * 1.3f)))); let dap = mix(0.9f, 1.06f, smoothstep(0.4f, 0.6f, _e1770)); let _e1777 = albedo; albedo = (((_e1777 * dap) * (0.85f + (0.3f * smoothstep(0.3f, 0.7f, _e1717)))) * vec3(1f, 1.04f, 0.92f)); } else { let _e1792 = albedo; albedo = (_e1792 * (0.55f + (0.7f * smoothstep(0.35f, 0.65f, _e1717)))); } } else { if (mat == 13i) { let base = albedo; let _e1813 = hash21_(((base.xy * 97f) + vec2((base.z * 13f), 0f))); let variant = floor((_e1813 * 4f)); let _e1820 = fbm((P_1.xz * 2.4f)); let _e1827 = fbm(((P_1.xz * 0.5f) + vec2(9f))); let pud_1 = smoothstep(0.62f, 0.7f, _e1827); if (variant < 1f) { let _e1840 = F.misc.w; albedo = mix(base, (vec3(0.6f, 0.58f, 0.54f) * _e1840), 0.65f); let seam_2 = smoothstep(0.03f, 0f, (abs((fract((P_1.x / 3f)) - 0.5f)) - 0.48f)); let _e1856 = albedo; albedo = ((_e1856 * (0.7f + (0.4f * _e1820))) * (1f - (0.35f * seam_2))); } else { if (variant < 2f) { let cell_1 = floor((P_1.xz / vec2(1.6f, 2.3f))); let _e1879 = hash21_((cell_1 + vec2(5f, 1f))); let patchK = step(0.72f, _e1879); let lap_1 = smoothstep(0.025f, 0f, (abs((fract((P_1.z / 0.95f)) - 0.5f)) - 0.47f)); let _e1906 = F.misc.w; albedo = ((mix(vec3(0.2f, 0.2f, 0.22f), vec3(0.32f, 0.31f, 0.3f), patchK) * _e1906) * (0.85f + (0.3f * _e1820))); let _e1913 = albedo; albedo = (_e1913 * (1f - (0.3f * lap_1))); } else { if (variant < 3f) { let sx_1 = smoothstep(0.02f, 0f, (abs((fract((P_1.x / 1.8f)) - 0.5f)) - 0.485f)); let _e1941 = fbm(((P_1.xz * vec2(0.6f, 2.2f)) + vec2(4f))); let grime = smoothstep(0.45f, 0.8f, _e1941); let _e1952 = F.misc.w; albedo = (((vec3(0.8f, 0.8f, 0.78f) * _e1952) * (1f - (0.12f * sx_1))) * (1f - (0.3f * grime))); let _e1964 = albedo; let _e1972 = F.misc.w; let _e1980 = fbm(((P_1.xz * 0.5f) + vec2(9f))); albedo = mix(_e1964, (vec3(0.42f, 0.36f, 0.28f) * _e1972), (smoothstep(0.55f, 0.62f, _e1980) * 0.5f)); } else { let rib = smoothstep(0.06f, 0f, (abs((fract((P_1.x / 0.5f)) - 0.5f)) - 0.44f)); let fade = (0.85f + (0.25f * _e1820)); albedo = ((clamp((base * 1.25f), vec3(0f), vec3(0.85f)) * fade) * (1f + (0.35f * rib))); gloss = 0.45f; } } } let _e2022 = F.params.x; wet = ((pud_1 * 0.8f) * _e2022); let _e2024 = gloss; gloss = max(_e2024, pud_1); } else { if (mat == 4i) { let _e2028 = albedo; emissive = (_e2028 * 4f); } else { if (mat == 5i) { let _e2043 = fbm(((P_1.xz * 3f) + vec2((t_4 * 0.4f), (-(t_4) * 0.3f)))); let pulse = (0.75f + (0.25f * sin((((t_4 * 3f) + (P_1.x * 2f)) + P_1.z)))); let _e2070 = F.params.y; emissive = (((vec3(0.1f, 0.8f, 1f) * (1.2f + (_e2043 * 1.4f))) * pulse) * (1f + _e2070)); albedo = vec3(0.04f, 0.45f, 0.65f); } else { if (mat == 0i) { let _e2080 = albedo; let _e2090 = fbm(((P_1.xz * 1.9f) + vec2((P_1.y * 1.3f), P_1.y))); albedo = (_e2080 * (0.9f + (0.2f * _e2090))); } else { if (mat == 6i) { gloss = 0.8f; let _e2099 = albedo; let _e2106 = fbm(((P_1.xz * 3f) + vec2(P_1.y))); albedo = (_e2099 * (0.85f + (0.15f * _e2106))); } else { if (mat == 14i) { let suv = clamp(i_11.uv, vec2(0f), vec2(1f)); let _e2123 = textureSampleLevel(tScreen, sScreen, suv, 0f); let img = _e2123.xyz; let cell_2 = fract((suv * vec2(220f, 110f))); let led = (((smoothstep(0f, 0.18f, cell_2.x) * smoothstep(1f, 0.82f, cell_2.x)) * smoothstep(0f, 0.18f, cell_2.y)) * smoothstep(1f, 0.82f, cell_2.y)); let edge_1 = (((smoothstep(0f, 0.04f, suv.x) * smoothstep(1f, 0.96f, suv.x)) * smoothstep(0f, 0.06f, suv.y)) * smoothstep(1f, 0.94f, suv.y)); let flick_1 = (0.96f + (0.04f * sin(((t_4 * 50f) + (suv.y * 30f))))); emissive = ((((pow(img, vec3(1.7f)) * (0.5f + (0.8f * led))) * 3.2f) * edge_1) * flick_1); albedo = vec3(0.02f, 0.02f, 0.03f); gloss = 1f; } else { if (mat == 18i) { let buv = clamp(i_11.uv, vec2(0f), vec2(1f)); let _e2207 = textureSampleLevel(tBoard, sScreen, buv, 0f); let img_1 = _e2207.xyz; albedo = ((img_1 * 0.9f) + vec3(0.01f)); emissive = (pow(img_1, vec3(1.3f)) * 5f); gloss = 0.55f; } else { if (mat == 15i) { let q_2 = i_11.uv; let r = length(q_2); let _e2229 = O.offset.w; let _e2235 = O.offset.w; let _e2238 = fbm(((q_2 * 2.6f) + vec2((_e2229 * 1.7f), _e2235))); let edge_2 = (0.62f + (0.42f * _e2238)); if (r > edge_2) { discard; } let soot = pow(smoothstep(edge_2, (edge_2 * 0.15f), r), 0.8f); let _e2260 = O.offset.w; let _e2263 = fbm((vec2((atan2(q_2.y, q_2.x) * 3f), (r * 4f)) + vec2(_e2260))); let streaks = (0.75f + (0.25f * _e2263)); let ang = atan2(q_2.y, q_2.x); let _e2279 = O.offset.w; let crack_1 = (1f - smoothstep(0f, 0.05f, (abs(sin((((ang * 5f) + (_e2238 * 7f)) + _e2279))) * (0.35f + r)))); let _e2306 = O.tint.x; albedo = (mix(vec3(0.19f, 0.18f, 0.17f), vec3(0.015f, 0.013f, 0.012f), (soot * streaks)) * (1f - (((crack_1 * 0.85f) * _e2306) * smoothstep(0.1f, 0.4f, r)))); gloss = 0f; wet = 0f; } else { if (mat == 16i) { su = i_11.uv.x; let _e2322 = N_1; if (dot(_e2322, V) < 0f) { let _e2326 = su; let _e2336 = su; su = ((((2f * floor((_e2326 * 2f))) * 0.5f) + 0.49804688f) - _e2336); } let _e2340 = su; let _e2350 = textureSampleLevel(tSign, sScreen, clamp(vec2(_e2340, i_11.uv.y), vec2(0f), vec2(1f)), 0f); let img_2 = _e2350.xyz; let _e2360 = F.misc.x; emissive = ((pow(img_2, vec3(1.5f)) * 3.4f) * (0.35f + (0.65f * _e2360))); albedo = vec3(0.03f, 0.03f, 0.035f); gloss = 0.8f; } else { if (mat == 17i) { albedo = vec3(0.018f, 0.022f, 0.03f); gloss = 1f; wet = 0.7f; let st = fract(((((P_1.x * 0.7f) + (P_1.z * 0.45f)) * 0.9f) + (P_1.y * 0.6f))); let band_1 = (smoothstep(0f, 0.06f, st) * smoothstep(0.34f, 0.2f, st)); envK = (0.55f + (1.9f * band_1)); } else { if (mat == 19i) { let lq = i_11.lp.xyz; let ty_1 = i32(round(i_11.uv.x)); let wr = (i_11.uv.y > 9.5f); let burnt = (i_11.uv.y > 19.5f); let kr = (i_11.uv.y - select(select(0f, 10f, wr), 20f, burnt)); let T = tz[clamp(ty_1, 0i, 4i)]; let Dz = td[clamp(ty_1, 0i, 4i)]; let side = (abs(i_11.lp.w) > 0.45f); let top = (kr > 4.5f); let ax_2 = abs(lq.x); if side { let inDoor = (step(0.36f, lq.y) * step(lq.y, (Dz.w - 0.02f))); let _e2513 = seam; let _e2520 = aaBand(lq.z, (Dz.x - 0.024f), (Dz.x + 0.024f), fwL.z); seam = max(_e2513, (_e2520 * inDoor)); let _e2523 = seam; let _e2530 = aaBand(lq.z, (Dz.y - 0.024f), (Dz.y + 0.024f), fwL.z); seam = max(_e2523, (_e2530 * inDoor)); let _e2533 = seam; let _e2540 = aaBand(lq.z, (Dz.z - 0.024f), (Dz.z + 0.024f), fwL.z); seam = max(_e2533, (((_e2540 * inDoor) * step(abs((Dz.z - Dz.y)), 2f)) * step(0.05f, abs((Dz.z - Dz.y))))); let _e2565 = aaBand(lq.y, (Dz.w - 0.16f), (Dz.w - 0.1f), fwL.y); let _e2566 = seam; let _e2575 = aaBand(lq.z, (Dz.y - 0.32f), (Dz.y - 0.12f), fwL.z); let _e2584 = aaBand(lq.z, (Dz.z - 0.32f), (Dz.z - 0.12f), fwL.z); seam = max(_e2566, ((_e2565 * (_e2575 + (_e2584 * step(0.05f, abs((Dz.z - Dz.y)))))) * 0.8f)); } if top { local_11 = (kr < 7.5f); } else { local_11 = false; } let _e2602 = local_11; if _e2602 { let hood = (step((T.x + 0.2f), lq.z) * step(lq.z, (Dz.x - 0.08f))); let _e2614 = seam; let _e2620 = aaBand(ax_2, (0.66f - 0.024f), (0.66f + 0.024f), fwL.x); seam = max(_e2614, (_e2620 * hood)); let _e2623 = seam; let _e2634 = aaBand(lq.z, ((T.x + 0.2f) - 0.024f), ((T.x + 0.2f) + 0.024f), fwL.z); seam = max(_e2623, (_e2634 * step(ax_2, 0.66f))); if (ty_1 == 0i) { let deck = (step(1.42f, lq.z) * step(lq.z, (T.y - 0.12f))); let _e2650 = seam; let _e2656 = aaBand(ax_2, (0.68f - 0.024f), (0.68f + 0.024f), fwL.x); seam = max(_e2650, (_e2656 * deck)); let _e2659 = seam; let _e2666 = aaBand(lq.z, (1.42f - 0.024f), (1.42f + 0.024f), fwL.z); seam = max(_e2659, (_e2666 * step(ax_2, 0.68f))); } } if (kr > 7.5f) { let _e2673 = seam; let _e2677 = aaBand(ax_2, 0.53f, 0.6f, fwL.x); seam = max(_e2673, (_e2677 * 0.8f)); } let _e2681 = albedo; let _e2682 = seam; albedo = (_e2681 * (1f - (0.93f * _e2682))); let _e2688 = envK; let _e2689 = seam; envK = (_e2688 * (1f - (0.9f * _e2689))); let _e2695 = seam; specK = (1f - (0.9f * _e2695)); if side { let dF = length(vec2((lq.z - T.z), (lq.y - 0.35f))); let dR = length(vec2((lq.z - T.w), (lq.y - 0.35f))); let dA = min(dF, dR); let _e2717 = albedo; let _e2731 = aaBand(dA, 0.46f, 0.5f, (fwL.z + fwL.y)); albedo = ((_e2717 * (1f - (0.5f * smoothstep(0.78f, 0.46f, dA)))) * (1f - (0.5f * _e2731))); } let _e2748 = noise(vec2((lq.z * 3.1f), ((lq.y * 9f) + (lq.x * 2f)))); let grime_1 = ((smoothstep(0.78f, 0.32f, lq.y) * (0.45f + (0.55f * _e2748))) * select(0.38f, 0.6f, wr)); let _e2762 = albedo; let _e2763 = albedo; albedo = mix(_e2762, ((_e2763 * 0.55f) + vec3(0.05f, 0.045f, 0.035f)), grime_1); if top { let _e2772 = albedo; let _e2778 = noise((lq.xz * vec2(6f, 2.5f))); albedo = (_e2772 * (0.94f + (0.08f * _e2778))); } let _e2787 = aaBand(ax_2, 0.4f, 0.78f, fwL.x); let lens = ((_e2787 * step(0.5f, lq.y)) * select(1f, 0f, burnt)); let fL = (lens * (1f - smoothstep((T.x + 0.16f), (T.x + 0.2f), lq.z))); let rL = (lens * smoothstep((T.y - 0.2f), (T.y - 0.16f), lq.z)); if ((fL + rL) > 0f) { let _e2822 = aaBand(ax_2, 0.43f, 0.75f, fwL.x); let rim_1 = (1f - _e2822); let _e2825 = albedo; albedo = mix(_e2825, mix(vec3(0.78f, 0.8f, 0.82f), vec3(0.95f), rim_1), fL); let _e2834 = albedo; albedo = mix(_e2834, mix(vec3(0.5f, 0.025f, 0.035f), (vec3(0.9f, 0.5f, 0.2f) * step(0.63f, ax_2)), (rim_1 * 0.5f)), rL); emissive = ((vec3(1f, 0.06f, 0.05f) * rL) * select(0.9f, 0f, wr)); gloss = 1f; } if burnt { let _e2869 = O.offset.w; let _e2872 = fbm(((lq.xz * 2.2f) + vec2((lq.y * 3f), _e2869))); let rust_1 = smoothstep(0.45f, 0.7f, _e2872); let _e2884 = fbm(((lq.zy * vec2(1.6f, 3f)) + vec2(7f))); let soot_1 = clamp((smoothstep(0.35f, 0.65f, _e2884) + (smoothstep(-0.6f, -1.6f, lq.z) * 0.6f)), 0f, 1f); let _e2898 = albedo; albedo = mix(_e2898, (vec3(0.2f, 0.09f, 0.04f) * (0.7f + (0.6f * _e2872))), (rust_1 * 0.7f)); let _e2911 = albedo; albedo = mix(_e2911, vec3(0.018f, 0.016f, 0.015f), (soot_1 * 0.75f)); } let _e2919 = gloss; gloss = max(_e2919, select(select(0.82f, 0.35f, wr), 0.05f, burnt)); } else { if (mat == 20i) { let paint = albedo; let sideW = (abs(i_11.lp.w) > 0.45f); let fu_1 = fwUV.x; let fv_1 = fwUV.y; let pw = select(0.07f, 0.045f, sideW); let _e2943 = aaBand(i_11.uv.x, pw, (1f - pw), fu_1); let _e2950 = aaBand(i_11.uv.y, 0.07f, select(0.93f, 0.9f, sideW), fv_1); frame = (1f - (_e2943 * _e2950)); if sideW { let _e2955 = frame; let _e2960 = aaBand(i_11.uv.x, 0.47f, 0.53f, fu_1); frame = max(_e2955, _e2960); } let _e2966 = aaBand(i_11.uv.y, 0.07f, 0.12f, fv_1); let _e2967 = frame; let seal = (_e2966 * (1f - _e2967)); let _e2975 = frame; albedo = mix(vec3(0.018f, 0.022f, 0.03f), paint, _e2975); let _e2977 = albedo; albedo = mix(_e2977, vec3(0.01f), (seal * 0.8f)); gloss = 1f; let _e2984 = frame; wet = (0.7f * (1f - _e2984)); let _e2989 = frame; let inside = (((1f - _e2989) * (1f - smoothstep(0.2f, 0.45f, i_11.uv.y))) * select(1f, 0f, sideW)); let _e3004 = albedo; albedo = (_e3004 + (vec3(0.035f, 0.035f, 0.04f) * inside)); let st_1 = fract(((((P_1.x * 0.7f) + (P_1.z * 0.45f)) * 0.9f) + (P_1.y * 0.6f))); let bnd = (smoothstep(0f, 0.06f, st_1) * smoothstep(0.34f, 0.2f, st_1)); let _e3032 = frame; let _e3040 = frame; let _e3049 = frame; envK = ((mix(0.6f, 1f, _e3032) * mix((0.7f + (2.2f * bnd)), 1f, _e3040)) * mix(0.8f, 1.35f, (smoothstep(0.1f, 0.9f, i_11.uv.y) * (1f - _e3049)))); } else { if (mat == 8i) { let _e3069 = fbm(vec2((P_1.x * 3f), ((P_1.y * 2f) - (t_4 * 4f)))); emissive = (mix(vec3(1f, 0.25f, 0.02f), vec3(1f, 0.85f, 0.3f), _e3069) * (3f + (3f * _e3069))); } } } } } } } } } } } } } } } } } } } } } let _e3084 = emissive; let _e3088 = F.misc.x; emissive = (_e3084 * _e3088); let _e3090 = albedo; let _e3091 = albedo; let _e3101 = F.misc.z; albedo = mix(_e3090, vec3(dot(_e3091, vec3(0.3f, 0.55f, 0.15f))), _e3101); let _e3104 = N_1.y; let up = ((_e3104 * 0.5f) + 0.5f); let _e3111 = F.moon; let sunL = normalize(_e3111.xyz); let _e3114 = N_1; let ndl_1 = max(dot(_e3114, sunL), 0f); let _e3118 = N_1; let _e3119 = sunShadow(P_1, _e3118, ndl_1); let _e3126 = F.sunCol; let _e3131 = F.moon.w; let _e3137 = F.ambient; let bounce = (vec3(0.5f, 0.42f, 0.34f) * (((_e3126.xyz * _e3131) * 0.09f) + vec3((length(_e3137.xyz) * 0.3f)))); let _e3148 = N_1.y; if (_e3148 < 0.5f) { ao = mix(0.5f, 1f, smoothstep(0f, 1.8f, P_1.y)); } let _e3161 = N_1.y; if (_e3161 < 0.5f) { sky = mix(0.32f, 1f, smoothstep(0f, 16f, P_1.y)); } else { if (P_1.y < 0.4f) { let _e3177 = wideAt(P_1.z); sky = mix(0.5f, 1f, smoothstep(8.2f, 3.5f, (abs(P_1.x) - _e3177))); } } let _e3187 = F.ambient; let _e3190 = sky; let _e3199 = ao; light = (((((_e3187.xyz * up) * _e3190) + (bounce * (1f - up))) + (bounce * 0.3f)) * _e3199); let _e3202 = light; let _e3205 = F.sunCol; let _e3210 = F.moon.w; light = (_e3202 + (((_e3205.xyz * _e3210) * ndl_1) * _e3119)); let _e3215 = wet; let _e3216 = gloss; let rough = mix(0.7f, 0.14f, clamp((_e3215 + (_e3216 * 0.5f)), 0f, 1f)); let a2_ = (((rough * rough) * rough) * rough); let _e3229 = wet; let _e3230 = gloss; let f0_ = (0.03f + (0.45f * clamp((_e3229 + (_e3230 * 0.35f)), 0f, 1f))); { let H = normalize((sunL + V)); let _e3246 = N_1; let nh = max(dot(_e3246, H), 0f); let dn = (((nh * nh) * (a2_ - 1f)) + 1f); let D = min((a2_ / ((3.14159f * dn) * dn)), 40f); let _e3262 = spec; let _e3265 = F.sunCol; let _e3270 = F.moon.w; spec = (_e3262 + (((((_e3265.xyz * _e3270) * D) * ndl_1) * _e3119) * f0_)); } let _e3280 = F.ambient.w; let n_5 = i32(_e3280); let _e3285 = reflK; if (_e3285 > 0.01f) { let _e3291 = N_1.y; local_12 = (_e3291 > 0.6f); } else { local_12 = false; } let doRefl = local_12; let _e3298 = F.camPos; let camF = _e3298.xyz; let rip = ((sin((((P_1.x * 9f) + (t_4 * 2.3f)) + (sin((P_1.z * 3.1f)) * 2f))) * 0.5f) + (sin(((P_1.z * 11f) - (t_4 * 1.7f))) * 0.5f)); loop { let _e3328 = k; if (_e3328 < MAX_LIGHTS) { } else { break; } { let _e3331 = k; if (_e3331 >= n_5) { break; } let _e3336 = O.lm.x; let _e3340 = O.lm.y; let _e3341 = k; let mw = u32(select(_e3336, _e3340, (_e3341 >= 20i))); let _e3346 = k; if (((mw >> u32((_e3346 % 20i))) & 1u) == 0u) { continue; } let _e3357 = k; let L = F.lights[_e3357]; let d = (L.posR.xyz - P_1); let dist = length(d); let r_1 = L.posR.w; if (L.col.w > 7.5f) { let dxz = length((P_1.xz - L.posR.xz)); let rc_2 = ((L.posR.w * max((L.posR.y - P_1.y), 0f)) / L.posR.y); let cone = (smoothstep((rc_2 * 1.02f), (rc_2 * 0.84f), dxz) * (0.7f + (0.3f * smoothstep((rc_2 * 0.8f), 0f, dxz)))); let sdir = normalize((L.posR.xyz - P_1)); let _e3405 = N_1; let lam = max(dot(_e3405, sdir), 0f); let _e3409 = light; light = (_e3409 + (((L.col.xyz * cone) * (0.35f + (0.65f * lam))) * 1.7f)); let Hs = normalize((sdir + V)); let _e3423 = N_1; let nhs = max(dot(_e3423, Hs), 0f); let dns = (((nhs * nhs) * (a2_ - 1f)) + 1f); let _e3433 = spec; spec = (_e3433 + (((((L.col.xyz * cone) * min((a2_ / ((3.14159f * dns) * dns)), 40f)) * lam) * f0_) * 0.8f)); continue; } if doRefl { local_13 = (L.posR.y > 0.25f); } else { local_13 = false; } let _e3456 = local_13; if _e3456 { let ly = L.posR.y; let tm = (camF.y / (camF.y + ly)); let M = (camF.xz + ((L.posR.xz - camF.xz) * tm)); let toCam = (camF.xz - M); let ax_3 = (toCam / vec2(max(length(toCam), 0.001f))); let dp = (P_1.xz - M); let along = dot(dp, ax_3); let len = (1.5f + (ly * 2.1f)); if (along > -1f) { local_14 = (along < len); } else { local_14 = false; } let _e3490 = local_14; if _e3490 { let _e3498 = reflW; let across = (dot(dp, vec2(-(ax_3.y), ax_3.x)) + ((rip * 0.07f) * _e3498)); let _e3505 = reflW; let wdt = (((0.1f + (ly * 0.035f)) * _e3505) * (1f + ((0.6f * max(along, 0f)) / len))); let ac = exp((-((across * across)) / (wdt * wdt))); let al = (smoothstep(-1f, -0.2f, along) * (1f - smoothstep((len * 0.25f), len, along))); let br = (0.6f + (0.4f * sin((((along * 7f) - (t_4 * 3f)) + (P_1.x * 3f))))); let lc_1 = (L.col.xyz / vec3(max(1f, (max(L.col.x, max(L.col.y, L.col.z)) * 0.5f)))); let _e3559 = refl; let _e3573 = reflW; refl = (_e3559 + (((((lc_1 * ac) * al) * br) * min(1f, (3f / (1f + ((0.04f * ly) * ly))))) / vec3(_e3573))); } } if (dist > r_1) { continue; } let ldir = (d / vec3(max(dist, 0.001f))); let wn = clamp((1f - pow((dist / r_1), 4f)), 0f, 1f); let att = ((wn * wn) / (1f + ((dist * dist) * 0.3f))); let _e3597 = N_1; let lam_1 = max(dot(_e3597, ldir), 0f); if (L.col.w > 0.5f) { local_15 = (L.col.w < 1.5f); } else { local_15 = false; } let isDyn = local_15; let diff = select(lam_1, (0.7f + (0.3f * lam_1)), isDyn); let _e3618 = light; if !(isDyn) { local_16 = (L.col.w > 1.5f); } else { local_16 = true; } let _e3631 = local_16; light = (_e3618 + (((L.col.xyz * att) * diff) * select(2.4f, 3.6f, _e3631))); let H_1 = normalize((ldir + V)); let _e3639 = N_1; let nh_1 = max(dot(_e3639, H_1), 0f); let dn_1 = (((nh_1 * nh_1) * (a2_ - 1f)) + 1f); let D_1 = min((a2_ / ((3.14159f * dn_1) * dn_1)), 40f); let _e3655 = spec; spec = (_e3655 + (((((L.col.xyz * D_1) * att) * lam_1) * f0_) * 2f)); } continuing { let _e3666 = k; k = (_e3666 + 1i); } } if !((mat == 6i)) { local_17 = (mat == 17i); } else { local_17 = true; } let _e3676 = local_17; if !(_e3676) { local_18 = (mat == 19i); } else { local_18 = true; } let _e3683 = local_18; if !(_e3683) { local_19 = (mat == 20i); } else { local_19 = true; } let _e3690 = local_19; if _e3690 { let _e3692 = N_1; let R_1 = reflect(-(V), _e3692); let _e3694 = N_1; let ndv = max(dot(_e3694, V), 0f); if !((mat == 17i)) { local_20 = (mat == 20i); } else { local_20 = true; } let _e3706 = local_20; let c0_ = select(0.06f, 0.09f, _e3706); let fres = (c0_ + ((1f - c0_) * pow((1f - ndv), 5f))); let _e3720 = F.ambient; let zen = (_e3720.xyz * 0.9f); let _e3726 = F.fog; let _e3732 = F.sunCol; let _e3737 = F.moon.w; let hor = (((_e3726.xyz * 1.2f) + ((_e3732.xyz * _e3737) * 0.12f)) * 1.8f); let skyR = (mix(zen, hor, smoothstep(0.6f, 0.08f, R_1.y)) * smoothstep(-0.35f, 0f, R_1.y)); let _e3754 = spec; let _e3756 = sky; let _e3761 = ao; let _e3763 = envK; spec = (_e3754 + ((((skyR * fres) * mix(0.55f, 1f, _e3756)) * _e3761) * _e3763)); if (mat == 19i) { local_21 = (i_11.uv.y < 19.5f); } else { local_21 = false; } let _e3775 = local_21; if _e3775 { let Hc = normalize((sunL + V)); let _e3778 = N_1; let gl = pow(max(dot(_e3778, Hc), 0f), 220f); let _e3784 = spec; let _e3787 = F.sunCol; let _e3792 = F.moon.w; spec = (_e3784 + (((((_e3787.xyz * _e3792) * gl) * ndl_1) * _e3119) * 0.9f)); } } let _e3800 = albedo; let _e3801 = light; let _e3803 = emissive; let _e3805 = spec; let _e3806 = specK; let _e3809 = refl; let _e3810 = reflK; col_1 = ((((_e3800 * _e3801) + _e3803) + (_e3805 * _e3806)) + ((_e3809 * _e3810) * 0.8f)); let _e3816 = col_1; let _e3817 = albedo; let _e3826 = F.params.z; col_1 = (_e3816 + (((_e3817 * vec3(1f, 0.9f, 0.75f)) * _e3826) * 0.45f)); let _e3833 = F.camPos; let dist_1 = length((_e3833.xyz - P_1)); let _e3840 = F.fog.w; let fogF = (1f - exp((-(_e3840) * max((dist_1 - 22f), 0f)))); let _e3853 = F.misc.w; let mistK = select(1f, 0f, (_e3853 > 0.99f)); let _e3874 = noise(((P_1.xz * 0.15f) + vec2((t_4 * 0.05f), 0f))); let mist = (((smoothstep(1.4f, 0f, P_1.y) * 0.25f) * mistK) * (0.6f + (0.4f * _e3874))); let _e3880 = col_1; let _e3883 = F.fog; col_1 = mix(_e3880, _e3883.xyz, clamp((fogF + (mist * 0.5f)), 0f, 0.92f)); let _e3894 = col_1; o_3.color = vec4(_e3894, 1f); let vn = normalize(i_11.vnz.xyz); let vz = i_11.vnz.w; if (P_1.y < 0.3f) { let _e3910 = N_1.y; local_22 = (_e3910 > 0.7f); } else { local_22 = false; } let _e3914 = local_22; o_3.nd = vec4(vn, select(vz, -(vz), _e3914)); let _e3917 = o_3; return _e3917; } fn nearCut(i_12: VOut) -> bool { var local_23: bool; let _e4 = F.wq.w; let fd = abs(_e4); if !((fd < 4f)) { local_23 = (i_12.wpos.y < 0.8f); } else { local_23 = true; } let _e16 = local_23; if _e16 { return false; } let k_2 = smoothstep((fd * 0.5f), (fd * 0.72f), i_12.vnz.w); if (k_2 >= 1f) { return false; } let q_3 = vec2((u32(i_12.clip.x) & 3u), (u32(i_12.clip.y) & 3u)); let bayer = array(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f); return ((k_2 * 16f) < (bayer[((q_3.y * 4u) + q_3.x)] + 0.5f)); } fn ndOut(i_13: VOut) -> vec4 { var local_24: bool; let N_2 = normalize(i_13.nrm); let P_2 = i_13.wpos; let vn_1 = normalize(i_13.vnz.xyz); let vz_1 = i_13.vnz.w; if (P_2.y < 0.3f) { local_24 = (N_2.y > 0.7f); } else { local_24 = false; } let _e19 = local_24; return vec4(vn_1, select(vz_1, -(vz_1), _e19)); } @vertex fn vs_shadow(v: VIn) -> SOut { var o: SOut; let _e4 = F.sunVP; let _e7 = objPos(v.pos, v.nrm); let _e10 = sway(_e7, v.col.w); let c_4 = (_e4 * vec4(_e10, 1f)); o.clip = c_4; o.d = c_4.z; let _e17 = o; return _e17; } @fragment fn fs_shadow(i: SOut) -> @location(0) vec4 { return vec4(i.d, 0f, 0f, 1f); } @fragment fn fs_depth(i_1: SOut) { return; } @vertex fn vs_main(v_1: VIn) -> VOut { var o_1: VOut; var bp: vec3; var local: bool; var local_1: bool; var local_2: bool; let _e4 = objPos(v_1.pos, v_1.nrm); let _e7 = sway(_e4, v_1.col.w); o_1.wpos = _e7; let _e11 = objNrm(v_1.nrm); o_1.nrm = _e11; o_1.col = v_1.col; o_1.uv = v_1.uv; o_1.lp = vec4(v_1.pos, (v_1.nrm.x / max(length(v_1.nrm), 0.0001f))); let _e26 = bend(_e7); bp = _e26; let _e29 = o_1.nrm; let nu = normalize(_e29); let gy_1 = select(_e7.y, (_e7.y - 0.19f), (_e7.y > 0.17f)); if (nu.y > 0.95f) { local = (gy_1 > 0.0004f); } else { local = false; } let _e47 = local; if _e47 { local_1 = (gy_1 < 0.04f); } else { local_1 = false; } let _e53 = local_1; if _e53 { local_2 = (_e7.y < 0.24f); } else { local_2 = false; } let _e60 = local_2; if _e60 { let _e61 = bp; let _e64 = F.camPos; let _e66 = bp; bp = (_e61 + (normalize((_e64.xyz - _e66)) * (gy_1 * 8f))); } let _e76 = F.viewProj; let _e77 = bp; o_1.clip = (_e76 * vec4(_e77, 1f)); let _e82 = bendH(_e7.z); let _e84 = o_1.nrm; let n0_ = normalize(_e84); let bn = vec3(((n0_.x * _e82.y) + (n0_.z * _e82.x)), n0_.y, ((-(n0_.x) * _e82.x) + (n0_.z * _e82.y))); let _e106 = F.view; let _e113 = F.view; let _e114 = bp; o_1.vnz = vec4((_e106 * vec4(bn, 0f)).xyz, -((_e113 * vec4(_e114, 1f)).z)); let _e121 = o_1; return _e121; } @fragment fn fs_main(i_2: VOut) -> FOut { let _e1 = shadeAll(i_2); return _e1; } @fragment fn fs_main_cut(i_3: VOut) -> FOut { let _e1 = nearCut(i_3); if _e1 { discard; } let _e2 = shadeAll(i_3); return _e2; } @fragment fn fs_color(i_4: VOut) -> @location(0) vec4 { let _e1 = shadeAll(i_4); return _e1.color; } @fragment fn fs_color_cut(i_5: VOut) -> @location(0) vec4 { let _e1 = nearCut(i_5); if _e1 { discard; } let _e2 = shadeAll(i_5); return _e2.color; } @fragment fn fs_nd_cut(i_6: VOut) -> @location(0) vec4 { let _e1 = nearCut(i_6); if _e1 { discard; } let _e2 = ndOut(i_6); return _e2; } @fragment fn fs_nd(i_7: VOut) -> @location(0) vec4 { let _e1 = ndOut(i_7); return _e1; }  à @Aj…GÏQ9V vs_shadowmainÒ1#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Vertex { Frame _group_0_binding_0_vs; }; layout(std140) uniform Obj_block_1Vertex { Obj _group_0_binding_1_vs; }; layout(location = 0) in vec3 _p2vs_location0; layout(location = 1) in vec3 _p2vs_location1; layout(location = 2) in vec4 _p2vs_location2; layout(location = 3) in vec2 _p2vs_location3; smooth out float _vs2fs_location0; float wideAt(float z) { float _e4 = _group_0_binding_0_vs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_vs.wq.x; float _e14 = _group_0_binding_0_vs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_vs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_vs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 objRot(vec3 p) { float _e4 = _group_0_binding_1_vs.xf.w; float cr = cos(_e4); float _e9 = _group_0_binding_1_vs.xf.w; float sr = sin(_e9); vec3 a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); float _e26 = _group_0_binding_1_vs.xf.z; float cp = cos(_e26); float _e31 = _group_0_binding_1_vs.xf.z; float sp = sin(_e31); vec3 b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); float _e49 = _group_0_binding_1_vs.xf.x; float c = cos(_e49); float _e54 = _group_0_binding_1_vs.xf.x; float s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } vec3 objPos(vec3 p_1, vec3 n) { vec3 wp = vec3(0.0); float _e5 = _group_0_binding_1_vs.xf.y; float _e9 = _group_0_binding_1_vs.xf.y; float sc = ((_e9 == 0.0) ? 1.0 : _e5); vec3 _e15 = objRot((p_1 * sc)); vec4 _e18 = _group_0_binding_1_vs.offset; wp = (_e15 + _e18.xyz); float _e25 = _group_0_binding_1_vs.lm.z; if ((_e25 > 0.5)) { float tag = length(n); float _e30 = wp.x; bool byX = (abs(_e30) >= 4.7); bool stays = (tag > 2.5); bool slide = ((tag < 1.5) ? byX : !(stays)); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51); float ax_1 = ((tag - 3.0) * 20.0); if ((_e52 < 0.0)) { float _e60 = wp.x; float _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5, 4.7, ax_1))); } } } } vec3 _e70 = wp; return _e70; } vec3 objNrm(vec3 n_1) { vec3 _e1 = objRot(n_1); return _e1; } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_vs.camPos.w; float a_3 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_3) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_3) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float kStep(int i_9) { float _e4 = _group_0_binding_0_vs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_vs.warp[j_1]; vec4 a1_ = _group_0_binding_0_vs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_vs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_vs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_vs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_vs.wq.x; float _e21 = _group_0_binding_0_vs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_4 = _group_0_binding_0_vs.warp[0]; float _e33 = _group_0_binding_0_vs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_5 = _group_0_binding_0_vs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_vs.wq.x; float _e74 = _group_0_binding_0_vs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_vs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_vs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc_1 = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_vs.wq.y; float dz_3 = ((t_2 / _e138) * sc_1); float ch = cos(hh); float sh = sin(hh); float cp_1 = cos(phi); float sp_1 = sin(phi); vec4 c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_1)), ((a0_1.w * cp_1) - (a0_1.z * sp_1))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_vs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_vs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_vs.wq.x; float _e23 = _group_0_binding_0_vs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_vs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_vs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag_1 = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_2 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_vs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_1 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_1.y * 4u) + q_1.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_1 = i_13.wpos; vec3 vn = normalize(i_13.vnz.xyz); float vz = i_13.vnz.w; if ((P_1.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn, (_e19 ? -(vz) : vz)); } void main() { VIn v = VIn(_p2vs_location0, _p2vs_location1, _p2vs_location2, _p2vs_location3); SOut o = SOut(vec4(0.0), 0.0); mat4x4 _e4 = _group_0_binding_0_vs.sunVP; vec3 _e7 = objPos(v.pos, v.nrm); vec3 _e10 = sway(_e7, v.col.w); vec4 c_3 = (_e4 * vec4(_e10, 1.0)); o.clip = c_3; o.d = c_3.z; SOut _e17 = o; gl_Position = _e17.clip; _vs2fs_location0 = _e17.d; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; }  fs_shadowmainT#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; smooth in float _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_14 = floor(p_4); vec2 f = fract(p_4); vec2 u_2 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = hash21_(i_14); float _e15 = hash21_((i_14 + vec2(1.0, 0.0))); float _e20 = hash21_((i_14 + vec2(0.0, 1.0))); float _e25 = hash21_((i_14 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx > 0.0) ? ((w - o_2.x) / dx) : ((0.0 - o_2.x) / dx)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t)), (dir.z * t)); uv = vec2((hp.x / w), (hp.y / h)); if ((t == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag)); return vec4(c, (clamp((tag + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_1 = i_13.wpos; vec3 vn = normalize(i_13.vnz.xyz); float vz = i_13.vnz.w; if ((P_1.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn, (_e19 ? -(vz) : vz)); } void main() { SOut i = SOut(gl_FragCoord, _vs2fs_location0); _fs2p_location0 = vec4(i.d, 0.0, 0.0, 1.0); return; } fs_depthmain÷#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; smooth in float _vs2fs_location0; float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_14 = floor(p_4); vec2 f = fract(p_4); vec2 u_2 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = hash21_(i_14); float _e15 = hash21_((i_14 + vec2(1.0, 0.0))); float _e20 = hash21_((i_14 + vec2(0.0, 1.0))); float _e25 = hash21_((i_14 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx > 0.0) ? ((w - o_2.x) / dx) : ((0.0 - o_2.x) / dx)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t)), (dir.z * t)); uv = vec2((hp.x / w), (hp.y / h)); if ((t == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag)); return vec4(c, (clamp((tag + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_1 = i_13.wpos; vec3 vn = normalize(i_13.vnz.xyz); float vz = i_13.vnz.w; if ((P_1.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn, (_e19 ? -(vz) : vz)); } void main() { SOut i_1 = SOut(gl_FragCoord, _vs2fs_location0); return; } vs_mainmainÌ8#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Vertex { Frame _group_0_binding_0_vs; }; layout(std140) uniform Obj_block_1Vertex { Obj _group_0_binding_1_vs; }; layout(location = 0) in vec3 _p2vs_location0; layout(location = 1) in vec3 _p2vs_location1; layout(location = 2) in vec4 _p2vs_location2; layout(location = 3) in vec2 _p2vs_location3; smooth out vec3 _vs2fs_location0; smooth out vec3 _vs2fs_location1; smooth out vec4 _vs2fs_location2; smooth out vec2 _vs2fs_location3; smooth out vec4 _vs2fs_location4; smooth out vec4 _vs2fs_location5; float wideAt(float z) { float _e4 = _group_0_binding_0_vs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_vs.wq.x; float _e14 = _group_0_binding_0_vs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_vs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_vs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 objRot(vec3 p) { float _e4 = _group_0_binding_1_vs.xf.w; float cr = cos(_e4); float _e9 = _group_0_binding_1_vs.xf.w; float sr = sin(_e9); vec3 a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); float _e26 = _group_0_binding_1_vs.xf.z; float cp = cos(_e26); float _e31 = _group_0_binding_1_vs.xf.z; float sp = sin(_e31); vec3 b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); float _e49 = _group_0_binding_1_vs.xf.x; float c = cos(_e49); float _e54 = _group_0_binding_1_vs.xf.x; float s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } vec3 objPos(vec3 p_1, vec3 n) { vec3 wp = vec3(0.0); float _e5 = _group_0_binding_1_vs.xf.y; float _e9 = _group_0_binding_1_vs.xf.y; float sc = ((_e9 == 0.0) ? 1.0 : _e5); vec3 _e15 = objRot((p_1 * sc)); vec4 _e18 = _group_0_binding_1_vs.offset; wp = (_e15 + _e18.xyz); float _e25 = _group_0_binding_1_vs.lm.z; if ((_e25 > 0.5)) { float tag = length(n); float _e30 = wp.x; bool byX = (abs(_e30) >= 4.7); bool stays = (tag > 2.5); bool slide = ((tag < 1.5) ? byX : !(stays)); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51); float ax_1 = ((tag - 3.0) * 20.0); if ((_e52 < 0.0)) { float _e60 = wp.x; float _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5, 4.7, ax_1))); } } } } vec3 _e70 = wp; return _e70; } vec3 objNrm(vec3 n_1) { vec3 _e1 = objRot(n_1); return _e1; } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_vs.camPos.w; float a_3 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_3) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_3) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float kStep(int i_9) { float _e4 = _group_0_binding_0_vs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_vs.warp[j_1]; vec4 a1_ = _group_0_binding_0_vs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_vs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_vs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_vs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_vs.wq.x; float _e21 = _group_0_binding_0_vs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_4 = _group_0_binding_0_vs.warp[0]; float _e33 = _group_0_binding_0_vs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_5 = _group_0_binding_0_vs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_vs.wq.x; float _e74 = _group_0_binding_0_vs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_vs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_vs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc_1 = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_vs.wq.y; float dz_3 = ((t_2 / _e138) * sc_1); float ch = cos(hh); float sh = sin(hh); float cp_1 = cos(phi); float sp_1 = sin(phi); vec4 c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_1)), ((a0_1.w * cp_1) - (a0_1.z * sp_1))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_vs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_vs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_vs.wq.x; float _e23 = _group_0_binding_0_vs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_vs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_vs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag_1 = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_2 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_vs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_1 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_1.y * 4u) + q_1.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_1 = i_13.wpos; vec3 vn = normalize(i_13.vnz.xyz); float vz = i_13.vnz.w; if ((P_1.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn, (_e19 ? -(vz) : vz)); } void main() { VIn v_1 = VIn(_p2vs_location0, _p2vs_location1, _p2vs_location2, _p2vs_location3); VOut o_1 = VOut(vec4(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0)); vec3 bp = vec3(0.0); bool local = false; bool local_1 = false; bool local_2 = false; vec3 _e4 = objPos(v_1.pos, v_1.nrm); vec3 _e7 = sway(_e4, v_1.col.w); o_1.wpos = _e7; vec3 _e11 = objNrm(v_1.nrm); o_1.nrm = _e11; o_1.col = v_1.col; o_1.uv = v_1.uv; o_1.lp = vec4(v_1.pos, (v_1.nrm.x / max(length(v_1.nrm), 0.0001))); vec3 _e26 = bend(_e7); bp = _e26; vec3 _e29 = o_1.nrm; vec3 nu = normalize(_e29); float gy = ((_e7.y > 0.17) ? (_e7.y - 0.19) : _e7.y); if ((nu.y > 0.95)) { local = (gy > 0.0004); } else { local = false; } bool _e47 = local; if (_e47) { local_1 = (gy < 0.04); } else { local_1 = false; } bool _e53 = local_1; if (_e53) { local_2 = (_e7.y < 0.24); } else { local_2 = false; } bool _e60 = local_2; if (_e60) { vec3 _e61 = bp; vec4 _e64 = _group_0_binding_0_vs.camPos; vec3 _e66 = bp; bp = (_e61 + (normalize((_e64.xyz - _e66)) * (gy * 8.0))); } mat4x4 _e76 = _group_0_binding_0_vs.viewProj; vec3 _e77 = bp; o_1.clip = (_e76 * vec4(_e77, 1.0)); vec2 _e82 = bendH(_e7.z); vec3 _e84 = o_1.nrm; vec3 n0_ = normalize(_e84); vec3 bn = vec3(((n0_.x * _e82.y) + (n0_.z * _e82.x)), n0_.y, ((-(n0_.x) * _e82.x) + (n0_.z * _e82.y))); mat4x4 _e106 = _group_0_binding_0_vs.view; mat4x4 _e113 = _group_0_binding_0_vs.view; vec3 _e114 = bp; o_1.vnz = vec4((_e106 * vec4(bn, 0.0)).xyz, -((_e113 * vec4(_e114, 1.0)).z)); VOut _e121 = o_1; gl_Position = _e121.clip; _vs2fs_location0 = _e121.wpos; _vs2fs_location1 = _e121.nrm; _vs2fs_location2 = _e121.col; _vs2fs_location3 = _e121.uv; _vs2fs_location4 = _e121.vnz; _vs2fs_location5 = _e121.lp; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; } fs_mainmainU#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Fragment { Frame _group_0_binding_0_fs; }; layout(std140) uniform Obj_block_1Fragment { Obj _group_0_binding_1_fs; }; uniform highp sampler2DShadow _group_0_binding_2_fs; uniform highp sampler2D _group_0_binding_3_fs; uniform highp sampler2D _group_0_binding_5_fs; uniform highp sampler2D _group_0_binding_6_fs; smooth in vec3 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec4 _vs2fs_location2; smooth in vec2 _vs2fs_location3; smooth in vec4 _vs2fs_location4; smooth in vec4 _vs2fs_location5; layout(location = 0) out vec4 _fs2p_location0; layout(location = 1) out vec4 _fs2p_location1; float wideAt(float z) { float _e4 = _group_0_binding_0_fs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_fs.wq.x; float _e14 = _group_0_binding_0_fs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_fs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_fs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 objRot(vec3 p) { float _e4 = _group_0_binding_1_fs.xf.w; float cr = cos(_e4); float _e9 = _group_0_binding_1_fs.xf.w; float sr = sin(_e9); vec3 a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); float _e26 = _group_0_binding_1_fs.xf.z; float cp = cos(_e26); float _e31 = _group_0_binding_1_fs.xf.z; float sp = sin(_e31); vec3 b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); float _e49 = _group_0_binding_1_fs.xf.x; float c = cos(_e49); float _e54 = _group_0_binding_1_fs.xf.x; float s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } vec3 objPos(vec3 p_1, vec3 n) { vec3 wp = vec3(0.0); float _e5 = _group_0_binding_1_fs.xf.y; float _e9 = _group_0_binding_1_fs.xf.y; float sc = ((_e9 == 0.0) ? 1.0 : _e5); vec3 _e15 = objRot((p_1 * sc)); vec4 _e18 = _group_0_binding_1_fs.offset; wp = (_e15 + _e18.xyz); float _e25 = _group_0_binding_1_fs.lm.z; if ((_e25 > 0.5)) { float tag = length(n); float _e30 = wp.x; bool byX = (abs(_e30) >= 4.7); bool stays = (tag > 2.5); bool slide = ((tag < 1.5) ? byX : !(stays)); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51); float ax_1 = ((tag - 3.0) * 20.0); if ((_e52 < 0.0)) { float _e60 = wp.x; float _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5, 4.7, ax_1))); } } } } vec3 _e70 = wp; return _e70; } vec3 objNrm(vec3 n_1) { vec3 _e1 = objRot(n_1); return _e1; } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_fs.camPos.w; float a_3 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_3) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_3) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float sunShadow(vec3 P, vec3 N, float ndl) { bool local_4 = false; bool local_5 = false; bool local_6 = false; float lit = 0.0; int j = -1; int i_8 = 0; float _e6 = _group_0_binding_0_fs.sunCol.w; if ((_e6 < 0.5)) { return 1.0; } mat4x4 _e12 = _group_0_binding_0_fs.sunVP; vec4 sp_1 = (_e12 * vec4((P + (N * 0.06)), 1.0)); vec2 uv_1 = vec2(((sp_1.x * 0.5) + 0.5), (0.5 - (sp_1.y * 0.5))); if (!((uv_1.x <= 0.0))) { local_4 = (uv_1.x >= 1.0); } else { local_4 = true; } bool _e40 = local_4; if (!(_e40)) { local_5 = (uv_1.y <= 0.0); } else { local_5 = true; } bool _e48 = local_5; if (!(_e48)) { local_6 = (uv_1.y >= 1.0); } else { local_6 = true; } bool _e56 = local_6; if (_e56) { return 1.0; } vec2 dim = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float bias = (0.0012 + (0.003 * (1.0 - ndl))); float _e70 = _group_0_binding_0_fs.misc.y; float R = clamp((_e70 * 0.6), 0.75, 2.0); vec2 o_4 = (vec2((R * 0.7)) / dim); float dref = (sp_1.z - bias); bool loop_init = true; while(true) { if (!loop_init) { int _e121 = j; j = (_e121 + 1); } loop_init = false; int _e86 = j; if ((_e86 <= 1)) { } else { break; } { i_8 = -1; bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e118 = i_8; i_8 = (_e118 + 1); } loop_init_1 = false; int _e91 = i_8; if ((_e91 <= 1)) { } else { break; } { int _e94 = i_8; int _e98 = j; float w_2 = float(((2 - abs(_e94)) * (2 - abs(_e98)))); float _e104 = lit; int _e107 = i_8; int _e109 = j; float _e114 = textureLod(_group_0_binding_2_fs, vec3((uv_1 + (vec2(float(_e107), float(_e109)) * o_4)), dref), 0.0); lit = (_e104 + (w_2 * _e114)); } } } } float _e123 = lit; return (_e123 / 16.0); } float kStep(int i_9) { float _e4 = _group_0_binding_0_fs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_fs.warp[j_1]; vec4 a1_ = _group_0_binding_0_fs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_fs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_fs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_fs.wq.x; float _e21 = _group_0_binding_0_fs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_4 = _group_0_binding_0_fs.warp[0]; float _e33 = _group_0_binding_0_fs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_5 = _group_0_binding_0_fs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_fs.wq.x; float _e74 = _group_0_binding_0_fs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_fs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_fs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc_1 = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_fs.wq.y; float dz_3 = ((t_2 / _e138) * sc_1); float ch = cos(hh); float sh = sin(hh); float cp_1 = cos(phi); float sp_2 = sin(phi); vec4 c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_2)), ((a0_1.w * cp_1) - (a0_1.z * sp_2))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_fs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_fs.wq.x; float _e23 = _group_0_binding_0_fs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_fs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_fs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag_1 = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_2 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } FOut shadeAll(VOut i_11) { vec3 albedo = vec3(0.0); vec3 N_1 = vec3(0.0); vec3 emissive = vec3(0.0); float wet = 0.0; float gloss = 0.0; float envK = 1.0; float reflK = 0.0; float reflW = 1.0; float specK = 1.0; float gapWet = 0.0; bool local_7 = false; bool local_8 = false; float rc = 0.0; float cw = 2.3; float x0_ = 0.22; float x1_ = 0.78; float y0_ = 0.25; float y1_ = 0.82; float pLit = 0.86; float pBoard = 0.97; float vb = 3.6; float win = 0.0; float door = 0.0; vec3 wc = vec3(0.035, 0.045, 0.07); float rc_1 = 0.0; bool local_9 = false; bool local_10 = false; float u_1 = 0.0; float v_3 = 0.0; float su = 0.0; vec4 tz[5] = vec4[5](vec4(-2.3, 2.34, -1.38, 1.36), vec4(-1.95, 1.94, -1.2, 1.18), vec4(-2.35, 2.4, -1.45, 1.5), vec4(-2.35, 2.38, -1.5, 1.55), vec4(-2.3, 2.32, -1.38, 1.4)); vec4 td[5] = vec4[5](vec4(-0.86, 0.12, 1.08, 0.93), vec4(-0.7, 0.45, 0.45, 0.93), vec4(-0.94, -0.02, 0.3, 1.06), vec4(-1.38, -0.4, 0.95, 1.34), vec4(-0.86, 0.12, 1.3, 1.02)); float seam = 0.0; bool local_11 = false; float frame = 0.0; float ao = 1.0; float sky = 1.0; vec3 light = vec3(0.0); vec3 spec = vec3(0.0); vec3 refl = vec3(0.0); bool local_12 = false; int k = 0; bool local_13 = false; bool local_14 = false; bool local_15 = false; bool local_16 = false; bool local_17 = false; bool local_18 = false; bool local_19 = false; bool local_20 = false; bool local_21 = false; vec3 col_1 = vec3(0.0); FOut o_3 = FOut(vec4(0.0), vec4(0.0)); bool local_22 = false; int mat = int(roundEven((i_11.col.w * 10.0))); vec4 _e11 = _group_0_binding_1_fs.tint; albedo = (i_11.col.xyz * _e11.xyz); N_1 = normalize(i_11.nrm); vec3 P_1 = i_11.wpos; float t_4 = _group_0_binding_0_fs.camPos.w; vec4 _e25 = _group_0_binding_0_fs.camPos; vec3 V = normalize((_e25.xyz - P_1)); vec2 dUVx = dFdx(i_11.uv); vec2 dUVy = dFdy(i_11.uv); vec2 fwUV = min((abs(dUVx) + abs(dUVy)), vec2(0.5)); vec3 _e54 = fwidth(P_1); vec3 fwP = min(_e54, vec3(0.5)); vec3 _e60 = fwidth(i_11.lp.xyz); vec3 fwL = min(_e60, vec3(0.5)); if ((mat == 1)) { float sid = roundEven(i_11.uv.x); float _e72 = fbm((P_1.xz * 1.7)); vec3 _e73 = albedo; albedo = (_e73 * (0.82 + (0.3 * _e72))); if ((sid == 1.0)) { float row = floor((P_1.z / 0.3)); float _e89 = hash21_(vec2(row, 3.0)); vec2 q_1 = vec2(((P_1.x / (0.42 + (0.1 * _e89))) + (row * 0.37)), (P_1.z / 0.3)); vec2 f_4 = (fract(q_1) - vec2(0.5)); vec2 id = floor(q_1); float _e111 = noise((P_1.xz * 6.0)); float w2_ = (_e111 * 0.08); float e = (max(abs(f_4.x), abs(f_4.y)) + w2_); float gap = smoothstep(0.42, 0.5, e); vec3 _e123 = albedo; float _e124 = hash21_(id); albedo = ((_e123 * (0.82 + (0.36 * _e124))) * (1.0 - (0.45 * gap))); vec3 _e135 = N_1; N_1 = normalize((_e135 + ((vec3(f_4.x, 0.0, f_4.y) * 0.45) * smoothstep(0.25, 0.48, e)))); gapWet = gap; } else { if ((sid == 2.0)) { vec2 c_3 = (fract((P_1.xz / vec2(3.0))) - vec2(0.5)); float joint = smoothstep(0.482, 0.497, max(abs(c_3.x), abs(c_3.y))); vec3 _e166 = albedo; float _e172 = hash21_(floor((P_1.xz / vec2(3.0)))); albedo = ((_e166 * (0.82 + (0.3 * _e172))) * (1.0 - (0.6 * joint))); float _e189 = fbm(((P_1.xz * 0.6) + vec2(3.3))); float oil = smoothstep(0.6, 0.72, _e189); vec3 _e193 = albedo; albedo = (_e193 * (1.0 - (0.45 * oil))); gapWet = joint; } } float _e202 = noise((P_1.xz * 0.9)); float _e215 = noise(((P_1.xz * 0.21) + vec2(9.0))); float crack = ((smoothstep(0.035, 0.0, abs((_e202 - 0.5))) * smoothstep(0.4, 0.7, _e215)) * ((sid == 1.0) ? 0.0 : 1.0)); vec3 _e226 = albedo; albedo = (_e226 * (1.0 - (0.5 * crack))); float _e235 = wideAt(P_1.z); float axE = (abs(P_1.x) - _e235); vec3 _e237 = albedo; albedo = (_e237 * mix(1.0, 0.62, (smoothstep(4.55, 5.0, axE) * step(axE, 5.05)))); float dash = (step(0.5, fract((P_1.z / 6.0))) * smoothstep(0.13, 0.1, abs(P_1.x))); float edge = smoothstep(0.1, 0.07, abs((axE - 4.55))); float _e272 = noise(((P_1.xz * 2.3) + vec2(1.7))); float wear = smoothstep(0.25, 0.6, _e272); vec3 _e276 = albedo; albedo = mix(_e276, vec3(0.78, 0.66, 0.32), ((((dash + edge) * wear) * 0.85) * ((sid == 1.0) ? 0.0 : 1.0))); float _e299 = fbm(((P_1.xz * 0.23) + vec2(5.1, 0.0))); float pud = smoothstep(0.52, 0.62, _e299); float _e303 = gapWet; float _e313 = _group_0_binding_0_fs.params.x; wet = (mix(0.35, 1.0, max(pud, (_e303 * 0.8))) * _e313); vec3 _e315 = albedo; albedo = (_e315 * mix(1.0, 0.45, pud)); float _e326 = _group_0_binding_0_fs.params.x; reflK = (mix(0.35, 1.0, pud) * _e326); reflW = mix(1.7, 0.6, pud); float rx = (sin((((P_1.x * 7.0) + (t_4 * 1.3)) + (sin((P_1.z * 5.3)) * 1.5))) * sin((((P_1.z * 6.1) - (t_4 * 0.9)) + (sin((P_1.x * 4.1)) * 1.2)))); float rz = (sin((((P_1.z * 7.7) - (t_4 * 1.1)) + (sin((P_1.x * 4.7)) * 1.4))) * sin((((P_1.x * 5.9) + (t_4 * 0.8)) + (sin((P_1.z * 3.7)) * 1.1)))); vec3 _e389 = N_1; N_1 = normalize((_e389 + ((vec3(rx, 0.0, rz) * 0.035) * pud))); gloss = 1.0; } else { if ((mat == 2)) { vec2 cell = abs((fract((P_1.xz / vec2(1.6))) - vec2(0.5))); float sw = (max(fwP.x, fwP.z) / 1.6); float seam_1 = (smoothstep((0.482 - sw), (0.482 + sw), max(cell.x, cell.y)) * clamp((1.0 - (sw * 25.0)), 0.0, 1.0)); float _e435 = hash21_(floor((P_1.xz / vec2(1.6)))); vec3 _e436 = albedo; albedo = ((_e436 * (0.85 + (0.25 * _e435))) * (1.0 - (0.45 * seam_1))); vec3 _e447 = albedo; float _e451 = wideAt(P_1.z); albedo = (_e447 * mix(1.0, 0.5, smoothstep(7.3, 8.2, (abs(P_1.x) - _e451)))); float _e463 = _group_0_binding_0_fs.params.x; wet = (0.25 * _e463); gloss = 0.5; float _e470 = _group_0_binding_0_fs.params.x; reflK = (0.2 * _e470); reflW = 2.0; } else { if ((mat == 3)) { float style = floor((i_11.uv.x / 1000.0)); float u_3 = (i_11.uv.x - (style * 1000.0)); float v_4 = i_11.uv.y; vec3 _e488 = albedo; float _e492 = _group_0_binding_0_fs.misc.w; albedo = (_e488 * _e492); float _e497 = _group_0_binding_1_fs.offset.w; float seed_1 = ((_e497 + (i_11.col.x * 31.0)) + (style * 7.0)); float _e511 = fbm(vec2((u_3 * 0.8), (v_4 * 2.5))); vec3 _e512 = albedo; albedo = (_e512 * (0.86 + (0.2 * _e511))); float fwm = max(fwUV.x, fwUV.y); float _e523 = hash21_(vec2(seed_1, 7.7)); if ((style != 0.0)) { float kf = clamp((1.0 - (fwm / 0.07)), 0.0, 1.0); if ((_e523 < 0.5)) { float row_1 = floor((v_4 / 0.3)); float bu = ((u_3 / 0.66) + (0.5 * (row_1 - (2.0 * floor((row_1 * 0.5)))))); vec2 id_1 = vec2(floor(bu), row_1); vec2 f_5 = vec2(fract(bu), fract((v_4 / 0.3))); float dx_2 = (min(f_5.x, (1.0 - f_5.x)) * 0.66); float dy_1 = (min(f_5.y, (1.0 - f_5.y)) * 0.3); float mort = max((1.0 - smoothstep(0.012, (0.012 + fwm), dx_2)), (1.0 - smoothstep(0.012, (0.012 + fwm), dy_1))); float _e584 = hash21_((id_1 + vec2(seed_1, 1.0))); float tone = (0.84 + (0.3 * _e584)); vec3 _e589 = albedo; vec3 b2_ = (_e589 * tone); vec3 _e591 = albedo; vec3 _e592 = albedo; albedo = mix(_e591, mix(b2_, ((_e592 * 0.55) + vec3(0.22, 0.21, 0.2)), (mort * 0.75)), kf); } else { if ((_e523 < 0.82)) { float fy = fract((v_4 / 0.24)); float _e620 = aaBand(fy, 0.9, 1.0, (fwUV.y / 0.24)); float lap = (mix(0.72, 1.0, smoothstep(0.0, 0.35, fy)) * (1.0 + (0.12 * _e620))); vec3 _e626 = albedo; albedo = (_e626 * mix(1.0, lap, kf)); } } } float band = (smoothstep(0.92, 0.97, fract(((v_4 - 3.6) / 3.1))) * step(3.6, v_4)); vec3 _e641 = albedo; albedo = (_e641 * (1.0 - (0.25 * band))); vec3 warm = vec3(1.0, 0.6, 0.28); vec3 cool = vec3(0.38, 0.62, 1.0); if ((v_4 < 3.6)) { local_7 = (style != 2.0); } else { local_7 = false; } bool _e662 = local_7; if (_e662) { local_8 = (style != 5.0); } else { local_8 = false; } bool _e668 = local_8; if (_e668) { float shopId = floor((u_3 / 4.2)); float sx = fract((u_3 / 4.2)); float wsx = (fwUV.x / 4.2); float _e680 = aaBand(sx, 0.08, 0.92, wsx); float _e684 = aaBand(v_4, 0.5, 2.9, fwUV.y); float inGlass = (_e680 * _e684); float _e688 = aaBand(sx, 0.04, 0.96, wsx); float pil = (1.0 - _e688); float _e692 = hash21_(vec2(shopId, seed_1)); float boarded = ((style == 4.0) ? step(0.45, _e692) : 0.0); float _e707 = hash21_(vec2((shopId + 3.0), seed_1)); float lit_1 = (step(((style == 4.0) ? 0.85 : 0.6), _e707) * (1.0 - boarded)); vec3 glass = vec3(0.1, 0.13, 0.17); vec3 _e716 = albedo; albedo = mix(_e716, glass, inGlass); vec3 _e718 = albedo; vec3 _e719 = albedo; albedo = mix(_e718, (_e719 * 0.6), pil); float _e726 = hash21_(vec2((shopId + 7.0), seed_1)); vec3 shopCol = mix(warm, cool, step(0.75, _e726)); vec3 _e731 = N_1; vec3 Tn = cross(_e731, vec3(0.0, 1.0, 0.0)); vec3 _e741 = N_1; vec3 rd = vec3(dot(-(V), Tn), -(V.y), dot(V, _e741)); vec4 _e750 = room(vec2((sx * 4.2), v_4), rd, 4.2, 3.4, 4.0); rc = _e750.x; if ((_e750.w == 0.0)) { float _e756 = rc; rc = ((_e756 * (0.7 + (0.3 * step(0.5, fract((_e750.z * 7.0)))))) * (1.0 - (0.5 * step((_e750.y * 4.2), 0.4)))); } if ((_e750.w == 3.0)) { float _e781 = rc; rc = (_e781 + ((step(0.45, _e750.y) * step(_e750.y, 0.55)) * 1.5)); } vec3 _e792 = emissive; float _e798 = rc; emissive = (_e792 + (((((inGlass * lit_1) * shopCol) * 1.45) * 1.0) * _e798)); float _e810 = noise(vec2((u_3 * 3.0), (v_4 * 9.0))); vec3 ply = (vec3(0.36, 0.27, 0.17) * (0.8 + (0.3 * _e810))); vec3 _e816 = albedo; albedo = mix(_e816, ply, (inGlass * boarded)); vec3 _e819 = albedo; albedo = (_e819 * (1.0 - ((0.35 * smoothstep(3.0, 3.3, v_4)) * step(v_4, 3.6)))); gloss = ((inGlass * 0.7) * (1.0 - boarded)); } else { if ((style == 0.0)) { cw = 1.55; x0_ = 0.1; x1_ = 0.9; y0_ = 0.18; y1_ = 0.86; pLit = 0.72; } if ((style == 2.0)) { cw = 2.0; x0_ = 0.3; x1_ = 0.7; y0_ = 0.12; y1_ = 0.86; pLit = 0.8; vb = 0.6; } if ((style == 4.0)) { pLit = 0.95; pBoard = 0.5; } if ((style == 5.0)) { cw = 3.2; x0_ = 0.1; x1_ = 0.42; y0_ = 0.05; y1_ = 0.72; pLit = 0.55; vb = 0.0; } float ch_1 = ((style == 5.0) ? 2.95 : 3.1); float _e887 = cw; float cx = floor((u_3 / _e887)); float _e890 = vb; float cy = floor(((v_4 - _e890) / ch_1)); float _e894 = cw; float fx = fract((u_3 / _e894)); float _e897 = vb; float fy_1 = fract(((v_4 - _e897) / ch_1)); float _e902 = cw; float wx = (fwUV.x / _e902); float wy = (fwUV.y / ch_1); float _e906 = vb; float _e909 = vb; float above = smoothstep((_e906 - fwUV.y), (_e909 + fwUV.y), v_4); float _e913 = x0_; float _e914 = x1_; float _e915 = aaBand(fx, _e913, _e914, wx); float _e916 = y0_; float _e917 = y1_; float _e918 = aaBand(fy_1, _e916, _e917, wy); win = ((_e915 * _e918) * above); float _e922 = x0_; float _e925 = x1_; float _e928 = aaBand(fx, (_e922 - 0.05), (_e925 + 0.05), wx); float _e929 = y0_; float _e932 = y1_; float _e935 = aaBand(fy_1, (_e929 - 0.05), (_e932 + 0.04), wy); float _e938 = win; float frame_1 = max((((_e928 * _e935) * above) - _e938), 0.0); float _e942 = x0_; float _e945 = x1_; float _e948 = aaBand(fx, (_e942 - 0.06), (_e945 + 0.06), wx); float _e949 = y0_; float _e952 = y0_; float _e955 = aaBand(fy_1, (_e949 - 0.085), (_e952 - 0.05), wy); float sill = (((_e948 * _e955) * above) * step(style, 4.5)); if ((style == 0.0)) { float _e963 = win; float _e966 = aaBand(fx, 0.47, 0.53, wx); win = (_e963 * (1.0 - _e966)); } if ((style == 5.0)) { float _e985 = vb; door = ((((step(0.52, fx) * step(fx, 0.78)) * step(0.0, fy_1)) * step(fy_1, 0.8)) * step(_e985, v_4)); } float _e993 = hash21_(vec2((cx + (seed_1 * 3.0)), (cy + seed_1))); float _e999 = pBoard; if ((_e993 > _e999)) { wc = vec3(0.33, 0.24, 0.15); } else { float _e1005 = pLit; if ((_e993 > _e1005)) { vec3 _e1007 = N_1; vec3 Tn_1 = cross(_e1007, vec3(0.0, 1.0, 0.0)); vec3 _e1017 = N_1; vec3 rd_1 = vec3(dot(-(V), Tn_1), -(V.y), dot(V, _e1017)); float _e1020 = cw; float _e1024 = cw; vec4 _e1026 = room(vec2((fx * _e1020), (fy_1 * ch_1)), rd_1, _e1024, ch_1, 2.8); rc_1 = _e1026.x; float _e1033 = hash21_(vec2((cx + 9.0), (cy + seed_1))); if ((_e1026.w == 0.0)) { float _e1037 = rc_1; rc_1 = (_e1037 * (1.0 - (((0.75 * step(_e1026.z, 0.32)) * step((_e1033 * 0.5), _e1026.y)) * step(_e1026.y, (0.5 + (_e1033 * 0.4)))))); float _e1058 = rc_1; rc_1 = (_e1058 * (1.0 - ((((0.4 * step(0.55, _e1026.z)) * step(_e1026.z, 0.75)) * step(0.35, _e1026.y)) * step(_e1026.y, 0.6)))); } float _e1079 = pLit; float _e1080 = pLit; bool isTv = (_e993 > (_e1079 + ((1.0 - _e1080) * 0.75))); float tv = (0.6 + ((0.4 * sin(((t_4 * 9.0) + (_e993 * 90.0)))) * sin(((t_4 * 3.1) + (_e993 * 13.0))))); vec3 lc = (isTv ? (cool * tv) : ((warm * 1.3) * (0.92 + (0.08 * sin(((t_4 * 0.7) + (_e993 * 40.0))))))); float _e1129 = x0_; float _e1131 = x1_; float curtain = (step(0.6, _e1033) * ((smoothstep(0.32, 0.3, abs((fx - 0.5))) * 0.0) + (1.0 - smoothstep(0.0, 0.16, min((fx - _e1129), (_e1131 - fx)))))); vec3 _e1141 = emissive; float _e1142 = win; float _e1144 = rc_1; emissive = (_e1141 + ((_e1142 * lc) * mix(_e1144, 0.55, (curtain * 0.8)))); wc = (lc * 0.15); } else { vec3 _e1153 = N_1; vec3 Tn_2 = cross(_e1153, vec3(0.0, 1.0, 0.0)); vec3 _e1163 = N_1; vec3 rd_2 = vec3(dot(-(V), Tn_2), -(V.y), dot(V, _e1163)); float _e1166 = cw; float _e1170 = cw; vec4 _e1172 = room(vec2((fx * _e1166), (fy_1 * ch_1)), rd_2, _e1170, ch_1, 2.8); vec3 refl_1 = mix(vec3(0.22, 0.3, 0.42), vec3(0.95, 0.72, 0.5), smoothstep(0.55, 0.95, (fy_1 + (_e1172.x * 0.2)))); float _e1202 = _group_0_binding_0_fs.misc.x; wc = mix((vec3(0.03, 0.04, 0.06) * (0.6 + (0.8 * _e1172.x))), refl_1, (((0.55 * _e1202) * 0.0) + 0.5)); } } float _e1210 = y1_; float _e1213 = y1_; float _e1219 = x0_; float _e1222 = x0_; float recess = ((1.0 - (0.55 * smoothstep((_e1210 - 0.22), _e1213, fy_1))) * (1.0 - (0.3 * smoothstep((_e1219 + 0.12), _e1222, fx)))); vec3 _e1229 = albedo; vec3 _e1230 = wc; float _e1234 = win; albedo = mix(_e1229, ((_e1230 * 0.5) * recess), _e1234); vec3 _e1236 = albedo; vec3 _e1237 = albedo; albedo = mix(_e1236, (_e1237 * 1.4), frame_1); vec3 _e1241 = albedo; albedo = mix(_e1241, vec3(0.74, 0.7, 0.62), (sill * 0.85)); vec3 _e1249 = albedo; float _e1254 = door; albedo = mix(_e1249, vec3(0.08, 0.06, 0.05), _e1254); if ((style == 5.0)) { vec3 _e1258 = emissive; float _e1259 = door; emissive = (_e1258 + ((((_e1259 * step(0.68, fy_1)) * step(fy_1, 0.76)) * vec3(1.0, 0.75, 0.35)) * 1.2)); } float _e1274 = win; gloss = (_e1274 * 0.75); } if (!((style == 4.0))) { local_9 = (style == 1.0); } else { local_9 = true; } bool _e1285 = local_9; if (!(_e1285)) { local_10 = (style == 3.0); } else { local_10 = true; } bool _e1292 = local_10; if (_e1292) { vec4 _e1293 = graffiti(u_3, v_4, seed_1); vec3 _e1294 = albedo; albedo = mix(_e1294, (_e1293.xyz * 0.55), _e1293.w); } vec3 _e1300 = albedo; albedo = (_e1300 * mix(0.55, 1.0, smoothstep(0.0, 4.0, v_4))); float _e1318 = fbm((vec2((u_3 * 0.13), (v_4 * 0.21)) + vec2((seed_1 * 1.3), 4.0))); float patchT = (0.86 + (0.28 * _e1318)); float _e1331 = fbm(vec2(((u_3 * 1.1) + (seed_1 * 3.0)), (v_4 * 0.11))); float streakT = (smoothstep(0.6, 0.88, _e1331) * (0.12 + (0.12 * smoothstep(3.0, 9.0, v_4)))); float _e1352 = noise(((P_1.xz * 3.3) + vec2((P_1.y * 3.1), 0.0))); float grain = (1.0 + (((0.14 * _e1352) - 0.07) * clamp((1.0 - (fwm * 8.0)), 0.0, 1.0))); vec3 _e1367 = albedo; albedo = (((_e1367 * patchT) * (1.0 - streakT)) * grain); } else { if ((mat == 7)) { float _e1381 = noise(((P_1.xz * 2.3) + vec2(2.3))); float _e1388 = noise((P_1.xz * 14.0)); float wear_1 = (smoothstep(0.08, 0.4, _e1381) * (0.8 + (0.2 * _e1388))); vec3 _e1398 = albedo; albedo = mix(vec3(0.07, 0.07, 0.09), _e1398, wear_1); float _e1403 = _group_0_binding_0_fs.params.x; wet = (0.5 * _e1403); gloss = 0.9; } else { if ((mat == 9)) { float amber = (step(0.4, i_11.col.y) * step(i_11.col.z, 0.2)); float ph_1 = fract((t_4 * 1.6)); float dblA = (step(ph_1, 0.12) + (step(0.2, ph_1) * step(ph_1, 0.32))); float ph2_ = fract(((t_4 * 1.6) + 0.5)); float dblB = (step(ph2_, 0.12) + (step(0.2, ph2_) * step(ph2_, 0.32))); float isRed = step(i_11.col.z, i_11.col.x); float o_5 = ((amber > 0.5) ? step(fract((t_4 * 0.9)), 0.5) : ((isRed > 0.5) ? dblA : dblB)); vec3 _e1458 = albedo; emissive = (_e1458 * (0.25 + (7.0 * o_5))); vec3 _e1464 = albedo; albedo = (_e1464 * 0.3); } else { if ((mat == 10)) { u_1 = i_11.uv.x; v_3 = i_11.uv.y; if ((abs(dUVx.x) >= abs(dUVx.y))) { u_1 = (i_11.uv.x * ((dUVx.x < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.y * ((dUVy.y > 0.0) ? -1.0 : 1.0)); } else { u_1 = (i_11.uv.y * ((dUVx.y < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.x * ((dUVy.x > 0.0) ? -1.0 : 1.0)); } float _e1516 = u_1; float gx = floor((_e1516 / 0.3)); float _e1520 = v_3; float gy = floor((_e1520 / 0.45)); float _e1524 = u_1; float fu = fract((_e1524 / 0.3)); float _e1528 = v_3; float fv = fract((_e1528 / 0.45)); float _e1535 = _group_0_binding_1_fs.offset.w; float _e1538 = hash21_(vec2(gx, (gy + _e1535))); float on_1 = step(0.22, _e1538); float _e1546 = hash21_(vec2((gx + 3.0), (gy + 1.7))); float _e1552 = hash21_(vec2((gx + 9.0), (gy + 4.1))); float inBox = (((step(0.18, fu) * step(fu, 0.82)) * step(0.18, fv)) * step(fv, 0.82)); float stemL = (step(0.18, fu) * step(fu, (0.18 + 0.13))); float stemR = ((step((0.82 - 0.13), fu) * step(fu, 0.82)) * step(0.35, _e1546)); float barT = ((step((0.82 - (0.13 * 0.8)), fv) * step(fv, 0.82)) * step(0.3, _e1552)); float barM = ((step(0.46, fv) * step(fv, (0.46 + (0.13 * 0.8)))) * step(_e1552, 0.7)); float barB = ((step(0.18, fv) * step(fv, (0.18 + (0.13 * 0.8)))) * step(0.55, _e1546)); float stroke = ((on_1 * inBox) * clamp(((((stemL + stemR) + barT) + barM) + barB), 0.0, 1.0)); float _e1627 = _group_0_binding_1_fs.offset.w; float _e1630 = hash21_(vec2((gx + 11.0), (gy + _e1627))); float dead = step(0.93, _e1630); float flick = (1.0 - dead); vec3 _e1635 = albedo; emissive = (_e1635 * (0.35 + ((3.6 * stroke) * flick))); vec3 _e1642 = albedo; albedo = (_e1642 * 0.15); } else { if ((mat == 11)) { float rid = (0.72 + (0.28 * (0.5 + (0.5 * sin(((i_11.uv.x * 6.2831) / 0.32)))))); float _e1673 = fbm(vec2((i_11.uv.x * 1.3), ((i_11.uv.y * 0.25) + 3.0))); float rust = smoothstep(0.55, 0.8, _e1673); vec3 _e1677 = albedo; albedo = mix((_e1677 * rid), (vec3(0.35, 0.16, 0.08) * rid), (rust * 0.6)); float _e1694 = _group_0_binding_1_fs.offset.w; vec4 _e1697 = graffiti(i_11.uv.x, i_11.uv.y, (_e1694 + 3.0)); vec3 _e1698 = albedo; albedo = mix(_e1698, ((_e1697.xyz * 0.55) * rid), _e1697.w); gloss = 0.35; } else { if ((mat == 12)) { float _e1717 = fbm(((P_1.xz * 3.2) + vec2((P_1.y * 2.0), 0.0))); if ((P_1.y > 2.2)) { float _e1730 = noise(((P_1.xz * 2.2) + vec2((P_1.y * 1.7), 0.0))); float n1_ = (_e1730 - 0.5); float _e1742 = noise(((P_1.zx * 2.4) - vec2((P_1.y * 1.5), 0.0))); float n2_ = (_e1742 - 0.5); vec3 _e1745 = N_1; N_1 = normalize((((_e1745 * 0.9) + vec3(0.0, 0.15, 0.0)) + (vec3(n1_, 0.0, n2_) * 0.22))); float _e1770 = noise(((P_1.xz * 3.4) + vec2((P_1.y * 2.6), (P_1.y * 1.3)))); float dap = mix(0.9, 1.06, smoothstep(0.4, 0.6, _e1770)); vec3 _e1777 = albedo; albedo = (((_e1777 * dap) * (0.85 + (0.3 * smoothstep(0.3, 0.7, _e1717)))) * vec3(1.0, 1.04, 0.92)); } else { vec3 _e1792 = albedo; albedo = (_e1792 * (0.55 + (0.7 * smoothstep(0.35, 0.65, _e1717)))); } } else { if ((mat == 13)) { vec3 base = albedo; float _e1813 = hash21_(((base.xy * 97.0) + vec2((base.z * 13.0), 0.0))); float variant = floor((_e1813 * 4.0)); float _e1820 = fbm((P_1.xz * 2.4)); float _e1827 = fbm(((P_1.xz * 0.5) + vec2(9.0))); float pud_1 = smoothstep(0.62, 0.7, _e1827); if ((variant < 1.0)) { float _e1840 = _group_0_binding_0_fs.misc.w; albedo = mix(base, (vec3(0.6, 0.58, 0.54) * _e1840), 0.65); float seam_2 = smoothstep(0.03, 0.0, (abs((fract((P_1.x / 3.0)) - 0.5)) - 0.48)); vec3 _e1856 = albedo; albedo = ((_e1856 * (0.7 + (0.4 * _e1820))) * (1.0 - (0.35 * seam_2))); } else { if ((variant < 2.0)) { vec2 cell_1 = floor((P_1.xz / vec2(1.6, 2.3))); float _e1879 = hash21_((cell_1 + vec2(5.0, 1.0))); float patchK = step(0.72, _e1879); float lap_1 = smoothstep(0.025, 0.0, (abs((fract((P_1.z / 0.95)) - 0.5)) - 0.47)); float _e1906 = _group_0_binding_0_fs.misc.w; albedo = ((mix(vec3(0.2, 0.2, 0.22), vec3(0.32, 0.31, 0.3), patchK) * _e1906) * (0.85 + (0.3 * _e1820))); vec3 _e1913 = albedo; albedo = (_e1913 * (1.0 - (0.3 * lap_1))); } else { if ((variant < 3.0)) { float sx_1 = smoothstep(0.02, 0.0, (abs((fract((P_1.x / 1.8)) - 0.5)) - 0.485)); float _e1941 = fbm(((P_1.xz * vec2(0.6, 2.2)) + vec2(4.0))); float grime = smoothstep(0.45, 0.8, _e1941); float _e1952 = _group_0_binding_0_fs.misc.w; albedo = (((vec3(0.8, 0.8, 0.78) * _e1952) * (1.0 - (0.12 * sx_1))) * (1.0 - (0.3 * grime))); vec3 _e1964 = albedo; float _e1972 = _group_0_binding_0_fs.misc.w; float _e1980 = fbm(((P_1.xz * 0.5) + vec2(9.0))); albedo = mix(_e1964, (vec3(0.42, 0.36, 0.28) * _e1972), (smoothstep(0.55, 0.62, _e1980) * 0.5)); } else { float rib = smoothstep(0.06, 0.0, (abs((fract((P_1.x / 0.5)) - 0.5)) - 0.44)); float fade = (0.85 + (0.25 * _e1820)); albedo = ((clamp((base * 1.25), vec3(0.0), vec3(0.85)) * fade) * (1.0 + (0.35 * rib))); gloss = 0.45; } } } float _e2022 = _group_0_binding_0_fs.params.x; wet = ((pud_1 * 0.8) * _e2022); float _e2024 = gloss; gloss = max(_e2024, pud_1); } else { if ((mat == 4)) { vec3 _e2028 = albedo; emissive = (_e2028 * 4.0); } else { if ((mat == 5)) { float _e2043 = fbm(((P_1.xz * 3.0) + vec2((t_4 * 0.4), (-(t_4) * 0.3)))); float pulse = (0.75 + (0.25 * sin((((t_4 * 3.0) + (P_1.x * 2.0)) + P_1.z)))); float _e2070 = _group_0_binding_0_fs.params.y; emissive = (((vec3(0.1, 0.8, 1.0) * (1.2 + (_e2043 * 1.4))) * pulse) * (1.0 + _e2070)); albedo = vec3(0.04, 0.45, 0.65); } else { if ((mat == 0)) { vec3 _e2080 = albedo; float _e2090 = fbm(((P_1.xz * 1.9) + vec2((P_1.y * 1.3), P_1.y))); albedo = (_e2080 * (0.9 + (0.2 * _e2090))); } else { if ((mat == 6)) { gloss = 0.8; vec3 _e2099 = albedo; float _e2106 = fbm(((P_1.xz * 3.0) + vec2(P_1.y))); albedo = (_e2099 * (0.85 + (0.15 * _e2106))); } else { if ((mat == 14)) { vec2 suv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2123 = textureLod(_group_0_binding_3_fs, vec2(suv), 0.0); vec3 img = _e2123.xyz; vec2 cell_2 = fract((suv * vec2(220.0, 110.0))); float led = (((smoothstep(0.0, 0.18, cell_2.x) * smoothstep(1.0, 0.82, cell_2.x)) * smoothstep(0.0, 0.18, cell_2.y)) * smoothstep(1.0, 0.82, cell_2.y)); float edge_1 = (((smoothstep(0.0, 0.04, suv.x) * smoothstep(1.0, 0.96, suv.x)) * smoothstep(0.0, 0.06, suv.y)) * smoothstep(1.0, 0.94, suv.y)); float flick_1 = (0.96 + (0.04 * sin(((t_4 * 50.0) + (suv.y * 30.0))))); emissive = ((((pow(img, vec3(1.7)) * (0.5 + (0.8 * led))) * 3.2) * edge_1) * flick_1); albedo = vec3(0.02, 0.02, 0.03); gloss = 1.0; } else { if ((mat == 18)) { vec2 buv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2207 = textureLod(_group_0_binding_6_fs, vec2(buv), 0.0); vec3 img_1 = _e2207.xyz; albedo = ((img_1 * 0.9) + vec3(0.01)); emissive = (pow(img_1, vec3(1.3)) * 5.0); gloss = 0.55; } else { if ((mat == 15)) { vec2 q_2 = i_11.uv; float r = length(q_2); float _e2229 = _group_0_binding_1_fs.offset.w; float _e2235 = _group_0_binding_1_fs.offset.w; float _e2238 = fbm(((q_2 * 2.6) + vec2((_e2229 * 1.7), _e2235))); float edge_2 = (0.62 + (0.42 * _e2238)); if ((r > edge_2)) { discard; } float soot = pow(smoothstep(edge_2, (edge_2 * 0.15), r), 0.8); float _e2260 = _group_0_binding_1_fs.offset.w; float _e2263 = fbm((vec2((atan(q_2.y, q_2.x) * 3.0), (r * 4.0)) + vec2(_e2260))); float streaks = (0.75 + (0.25 * _e2263)); float ang = atan(q_2.y, q_2.x); float _e2279 = _group_0_binding_1_fs.offset.w; float crack_1 = (1.0 - smoothstep(0.0, 0.05, (abs(sin((((ang * 5.0) + (_e2238 * 7.0)) + _e2279))) * (0.35 + r)))); float _e2306 = _group_0_binding_1_fs.tint.x; albedo = (mix(vec3(0.19, 0.18, 0.17), vec3(0.015, 0.013, 0.012), (soot * streaks)) * (1.0 - (((crack_1 * 0.85) * _e2306) * smoothstep(0.1, 0.4, r)))); gloss = 0.0; wet = 0.0; } else { if ((mat == 16)) { su = i_11.uv.x; vec3 _e2322 = N_1; if ((dot(_e2322, V) < 0.0)) { float _e2326 = su; float _e2336 = su; su = ((((2.0 * floor((_e2326 * 2.0))) * 0.5) + 0.49804688) - _e2336); } float _e2340 = su; vec4 _e2350 = textureLod(_group_0_binding_5_fs, vec2(clamp(vec2(_e2340, i_11.uv.y), vec2(0.0), vec2(1.0))), 0.0); vec3 img_2 = _e2350.xyz; float _e2360 = _group_0_binding_0_fs.misc.x; emissive = ((pow(img_2, vec3(1.5)) * 3.4) * (0.35 + (0.65 * _e2360))); albedo = vec3(0.03, 0.03, 0.035); gloss = 0.8; } else { if ((mat == 17)) { albedo = vec3(0.018, 0.022, 0.03); gloss = 1.0; wet = 0.7; float st = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float band_1 = (smoothstep(0.0, 0.06, st) * smoothstep(0.34, 0.2, st)); envK = (0.55 + (1.9 * band_1)); } else { if ((mat == 19)) { vec3 lq = i_11.lp.xyz; int ty_1 = int(roundEven(i_11.uv.x)); bool wr = (i_11.uv.y > 9.5); bool burnt = (i_11.uv.y > 19.5); float kr = (i_11.uv.y - (burnt ? 20.0 : (wr ? 10.0 : 0.0))); vec4 T = tz[min(max(ty_1, 0), 4)]; vec4 Dz = td[min(max(ty_1, 0), 4)]; bool side = (abs(i_11.lp.w) > 0.45); bool top = (kr > 4.5); float ax_2 = abs(lq.x); if (side) { float inDoor = (step(0.36, lq.y) * step(lq.y, (Dz.w - 0.02))); float _e2513 = seam; float _e2520 = aaBand(lq.z, (Dz.x - 0.024), (Dz.x + 0.024), fwL.z); seam = max(_e2513, (_e2520 * inDoor)); float _e2523 = seam; float _e2530 = aaBand(lq.z, (Dz.y - 0.024), (Dz.y + 0.024), fwL.z); seam = max(_e2523, (_e2530 * inDoor)); float _e2533 = seam; float _e2540 = aaBand(lq.z, (Dz.z - 0.024), (Dz.z + 0.024), fwL.z); seam = max(_e2533, (((_e2540 * inDoor) * step(abs((Dz.z - Dz.y)), 2.0)) * step(0.05, abs((Dz.z - Dz.y))))); float _e2565 = aaBand(lq.y, (Dz.w - 0.16), (Dz.w - 0.1), fwL.y); float _e2566 = seam; float _e2575 = aaBand(lq.z, (Dz.y - 0.32), (Dz.y - 0.12), fwL.z); float _e2584 = aaBand(lq.z, (Dz.z - 0.32), (Dz.z - 0.12), fwL.z); seam = max(_e2566, ((_e2565 * (_e2575 + (_e2584 * step(0.05, abs((Dz.z - Dz.y)))))) * 0.8)); } if (top) { local_11 = (kr < 7.5); } else { local_11 = false; } bool _e2602 = local_11; if (_e2602) { float hood = (step((T.x + 0.2), lq.z) * step(lq.z, (Dz.x - 0.08))); float _e2614 = seam; float _e2620 = aaBand(ax_2, (0.66 - 0.024), (0.66 + 0.024), fwL.x); seam = max(_e2614, (_e2620 * hood)); float _e2623 = seam; float _e2634 = aaBand(lq.z, ((T.x + 0.2) - 0.024), ((T.x + 0.2) + 0.024), fwL.z); seam = max(_e2623, (_e2634 * step(ax_2, 0.66))); if ((ty_1 == 0)) { float deck = (step(1.42, lq.z) * step(lq.z, (T.y - 0.12))); float _e2650 = seam; float _e2656 = aaBand(ax_2, (0.68 - 0.024), (0.68 + 0.024), fwL.x); seam = max(_e2650, (_e2656 * deck)); float _e2659 = seam; float _e2666 = aaBand(lq.z, (1.42 - 0.024), (1.42 + 0.024), fwL.z); seam = max(_e2659, (_e2666 * step(ax_2, 0.68))); } } if ((kr > 7.5)) { float _e2673 = seam; float _e2677 = aaBand(ax_2, 0.53, 0.6, fwL.x); seam = max(_e2673, (_e2677 * 0.8)); } vec3 _e2681 = albedo; float _e2682 = seam; albedo = (_e2681 * (1.0 - (0.93 * _e2682))); float _e2688 = envK; float _e2689 = seam; envK = (_e2688 * (1.0 - (0.9 * _e2689))); float _e2695 = seam; specK = (1.0 - (0.9 * _e2695)); if (side) { float dF = length(vec2((lq.z - T.z), (lq.y - 0.35))); float dR = length(vec2((lq.z - T.w), (lq.y - 0.35))); float dA = min(dF, dR); vec3 _e2717 = albedo; float _e2731 = aaBand(dA, 0.46, 0.5, (fwL.z + fwL.y)); albedo = ((_e2717 * (1.0 - (0.5 * smoothstep(0.78, 0.46, dA)))) * (1.0 - (0.5 * _e2731))); } float _e2748 = noise(vec2((lq.z * 3.1), ((lq.y * 9.0) + (lq.x * 2.0)))); float grime_1 = ((smoothstep(0.78, 0.32, lq.y) * (0.45 + (0.55 * _e2748))) * (wr ? 0.6 : 0.38)); vec3 _e2762 = albedo; vec3 _e2763 = albedo; albedo = mix(_e2762, ((_e2763 * 0.55) + vec3(0.05, 0.045, 0.035)), grime_1); if (top) { vec3 _e2772 = albedo; float _e2778 = noise((lq.xz * vec2(6.0, 2.5))); albedo = (_e2772 * (0.94 + (0.08 * _e2778))); } float _e2787 = aaBand(ax_2, 0.4, 0.78, fwL.x); float lens = ((_e2787 * step(0.5, lq.y)) * (burnt ? 0.0 : 1.0)); float fL = (lens * (1.0 - smoothstep((T.x + 0.16), (T.x + 0.2), lq.z))); float rL = (lens * smoothstep((T.y - 0.2), (T.y - 0.16), lq.z)); if (((fL + rL) > 0.0)) { float _e2822 = aaBand(ax_2, 0.43, 0.75, fwL.x); float rim_1 = (1.0 - _e2822); vec3 _e2825 = albedo; albedo = mix(_e2825, mix(vec3(0.78, 0.8, 0.82), vec3(0.95), rim_1), fL); vec3 _e2834 = albedo; albedo = mix(_e2834, mix(vec3(0.5, 0.025, 0.035), (vec3(0.9, 0.5, 0.2) * step(0.63, ax_2)), (rim_1 * 0.5)), rL); emissive = ((vec3(1.0, 0.06, 0.05) * rL) * (wr ? 0.0 : 0.9)); gloss = 1.0; } if (burnt) { float _e2869 = _group_0_binding_1_fs.offset.w; float _e2872 = fbm(((lq.xz * 2.2) + vec2((lq.y * 3.0), _e2869))); float rust_1 = smoothstep(0.45, 0.7, _e2872); float _e2884 = fbm(((lq.zy * vec2(1.6, 3.0)) + vec2(7.0))); float soot_1 = clamp((smoothstep(0.35, 0.65, _e2884) + (smoothstep(-0.6, -1.6, lq.z) * 0.6)), 0.0, 1.0); vec3 _e2898 = albedo; albedo = mix(_e2898, (vec3(0.2, 0.09, 0.04) * (0.7 + (0.6 * _e2872))), (rust_1 * 0.7)); vec3 _e2911 = albedo; albedo = mix(_e2911, vec3(0.018, 0.016, 0.015), (soot_1 * 0.75)); } float _e2919 = gloss; gloss = max(_e2919, (burnt ? 0.05 : (wr ? 0.35 : 0.82))); } else { if ((mat == 20)) { vec3 paint = albedo; bool sideW = (abs(i_11.lp.w) > 0.45); float fu_1 = fwUV.x; float fv_1 = fwUV.y; float pw = (sideW ? 0.045 : 0.07); float _e2943 = aaBand(i_11.uv.x, pw, (1.0 - pw), fu_1); float _e2950 = aaBand(i_11.uv.y, 0.07, (sideW ? 0.9 : 0.93), fv_1); frame = (1.0 - (_e2943 * _e2950)); if (sideW) { float _e2955 = frame; float _e2960 = aaBand(i_11.uv.x, 0.47, 0.53, fu_1); frame = max(_e2955, _e2960); } float _e2966 = aaBand(i_11.uv.y, 0.07, 0.12, fv_1); float _e2967 = frame; float seal = (_e2966 * (1.0 - _e2967)); float _e2975 = frame; albedo = mix(vec3(0.018, 0.022, 0.03), paint, _e2975); vec3 _e2977 = albedo; albedo = mix(_e2977, vec3(0.01), (seal * 0.8)); gloss = 1.0; float _e2984 = frame; wet = (0.7 * (1.0 - _e2984)); float _e2989 = frame; float inside = (((1.0 - _e2989) * (1.0 - smoothstep(0.2, 0.45, i_11.uv.y))) * (sideW ? 0.0 : 1.0)); vec3 _e3004 = albedo; albedo = (_e3004 + (vec3(0.035, 0.035, 0.04) * inside)); float st_1 = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float bnd = (smoothstep(0.0, 0.06, st_1) * smoothstep(0.34, 0.2, st_1)); float _e3032 = frame; float _e3040 = frame; float _e3049 = frame; envK = ((mix(0.6, 1.0, _e3032) * mix((0.7 + (2.2 * bnd)), 1.0, _e3040)) * mix(0.8, 1.35, (smoothstep(0.1, 0.9, i_11.uv.y) * (1.0 - _e3049)))); } else { if ((mat == 8)) { float _e3069 = fbm(vec2((P_1.x * 3.0), ((P_1.y * 2.0) - (t_4 * 4.0)))); emissive = (mix(vec3(1.0, 0.25, 0.02), vec3(1.0, 0.85, 0.3), _e3069) * (3.0 + (3.0 * _e3069))); } } } } } } } } } } } } } } } } } } } } } vec3 _e3084 = emissive; float _e3088 = _group_0_binding_0_fs.misc.x; emissive = (_e3084 * _e3088); vec3 _e3090 = albedo; vec3 _e3091 = albedo; float _e3101 = _group_0_binding_0_fs.misc.z; albedo = mix(_e3090, vec3(dot(_e3091, vec3(0.3, 0.55, 0.15))), _e3101); float _e3104 = N_1.y; float up = ((_e3104 * 0.5) + 0.5); vec4 _e3111 = _group_0_binding_0_fs.moon; vec3 sunL = normalize(_e3111.xyz); vec3 _e3114 = N_1; float ndl_1 = max(dot(_e3114, sunL), 0.0); vec3 _e3118 = N_1; float _e3119 = sunShadow(P_1, _e3118, ndl_1); vec4 _e3126 = _group_0_binding_0_fs.sunCol; float _e3131 = _group_0_binding_0_fs.moon.w; vec4 _e3137 = _group_0_binding_0_fs.ambient; vec3 bounce = (vec3(0.5, 0.42, 0.34) * (((_e3126.xyz * _e3131) * 0.09) + vec3((length(_e3137.xyz) * 0.3)))); float _e3148 = N_1.y; if ((_e3148 < 0.5)) { ao = mix(0.5, 1.0, smoothstep(0.0, 1.8, P_1.y)); } float _e3161 = N_1.y; if ((_e3161 < 0.5)) { sky = mix(0.32, 1.0, smoothstep(0.0, 16.0, P_1.y)); } else { if ((P_1.y < 0.4)) { float _e3177 = wideAt(P_1.z); sky = mix(0.5, 1.0, smoothstep(8.2, 3.5, (abs(P_1.x) - _e3177))); } } vec4 _e3187 = _group_0_binding_0_fs.ambient; float _e3190 = sky; float _e3199 = ao; light = (((((_e3187.xyz * up) * _e3190) + (bounce * (1.0 - up))) + (bounce * 0.3)) * _e3199); vec3 _e3202 = light; vec4 _e3205 = _group_0_binding_0_fs.sunCol; float _e3210 = _group_0_binding_0_fs.moon.w; light = (_e3202 + (((_e3205.xyz * _e3210) * ndl_1) * _e3119)); float _e3215 = wet; float _e3216 = gloss; float rough = mix(0.7, 0.14, clamp((_e3215 + (_e3216 * 0.5)), 0.0, 1.0)); float a2_ = (((rough * rough) * rough) * rough); float _e3229 = wet; float _e3230 = gloss; float f0_ = (0.03 + (0.45 * clamp((_e3229 + (_e3230 * 0.35)), 0.0, 1.0))); { vec3 H = normalize((sunL + V)); vec3 _e3246 = N_1; float nh = max(dot(_e3246, H), 0.0); float dn = (((nh * nh) * (a2_ - 1.0)) + 1.0); float D = min((a2_ / ((3.14159 * dn) * dn)), 40.0); vec3 _e3262 = spec; vec4 _e3265 = _group_0_binding_0_fs.sunCol; float _e3270 = _group_0_binding_0_fs.moon.w; spec = (_e3262 + (((((_e3265.xyz * _e3270) * D) * ndl_1) * _e3119) * f0_)); } float _e3280 = _group_0_binding_0_fs.ambient.w; int n_5 = int(_e3280); float _e3285 = reflK; if ((_e3285 > 0.01)) { float _e3291 = N_1.y; local_12 = (_e3291 > 0.6); } else { local_12 = false; } bool doRefl = local_12; vec4 _e3298 = _group_0_binding_0_fs.camPos; vec3 camF = _e3298.xyz; float rip = ((sin((((P_1.x * 9.0) + (t_4 * 2.3)) + (sin((P_1.z * 3.1)) * 2.0))) * 0.5) + (sin(((P_1.z * 11.0) - (t_4 * 1.7))) * 0.5)); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e3666 = k; k = (_e3666 + 1); } loop_init_2 = false; int _e3328 = k; if ((_e3328 < MAX_LIGHTS)) { } else { break; } { int _e3331 = k; if ((_e3331 >= n_5)) { break; } float _e3336 = _group_0_binding_1_fs.lm.x; float _e3340 = _group_0_binding_1_fs.lm.y; int _e3341 = k; uint mw = uint(((_e3341 >= 20) ? _e3340 : _e3336)); int _e3346 = k; if ((((mw >> uint((_e3346 % 20))) & 1u) == 0u)) { continue; } int _e3357 = k; Light L = _group_0_binding_0_fs.lights[_e3357]; vec3 d = (L.posR.xyz - P_1); float dist = length(d); float r_1 = L.posR.w; if ((L.col.w > 7.5)) { float dxz = length((P_1.xz - L.posR.xz)); float rc_2 = ((L.posR.w * max((L.posR.y - P_1.y), 0.0)) / L.posR.y); float cone = (smoothstep((rc_2 * 1.02), (rc_2 * 0.84), dxz) * (0.7 + (0.3 * smoothstep((rc_2 * 0.8), 0.0, dxz)))); vec3 sdir = normalize((L.posR.xyz - P_1)); vec3 _e3405 = N_1; float lam = max(dot(_e3405, sdir), 0.0); vec3 _e3409 = light; light = (_e3409 + (((L.col.xyz * cone) * (0.35 + (0.65 * lam))) * 1.7)); vec3 Hs = normalize((sdir + V)); vec3 _e3423 = N_1; float nhs = max(dot(_e3423, Hs), 0.0); float dns = (((nhs * nhs) * (a2_ - 1.0)) + 1.0); vec3 _e3433 = spec; spec = (_e3433 + (((((L.col.xyz * cone) * min((a2_ / ((3.14159 * dns) * dns)), 40.0)) * lam) * f0_) * 0.8)); continue; } if (doRefl) { local_13 = (L.posR.y > 0.25); } else { local_13 = false; } bool _e3456 = local_13; if (_e3456) { float ly = L.posR.y; float tm = (camF.y / (camF.y + ly)); vec2 M = (camF.xz + ((L.posR.xz - camF.xz) * tm)); vec2 toCam = (camF.xz - M); vec2 ax_3 = (toCam / vec2(max(length(toCam), 0.001))); vec2 dp = (P_1.xz - M); float along = dot(dp, ax_3); float len = (1.5 + (ly * 2.1)); if ((along > -1.0)) { local_14 = (along < len); } else { local_14 = false; } bool _e3490 = local_14; if (_e3490) { float _e3498 = reflW; float across = (dot(dp, vec2(-(ax_3.y), ax_3.x)) + ((rip * 0.07) * _e3498)); float _e3505 = reflW; float wdt = (((0.1 + (ly * 0.035)) * _e3505) * (1.0 + ((0.6 * max(along, 0.0)) / len))); float ac = exp((-((across * across)) / (wdt * wdt))); float al = (smoothstep(-1.0, -0.2, along) * (1.0 - smoothstep((len * 0.25), len, along))); float br = (0.6 + (0.4 * sin((((along * 7.0) - (t_4 * 3.0)) + (P_1.x * 3.0))))); vec3 lc_1 = (L.col.xyz / vec3(max(1.0, (max(L.col.x, max(L.col.y, L.col.z)) * 0.5)))); vec3 _e3559 = refl; float _e3573 = reflW; refl = (_e3559 + (((((lc_1 * ac) * al) * br) * min(1.0, (3.0 / (1.0 + ((0.04 * ly) * ly))))) / vec3(_e3573))); } } if ((dist > r_1)) { continue; } vec3 ldir = (d / vec3(max(dist, 0.001))); float wn = clamp((1.0 - pow((dist / r_1), 4.0)), 0.0, 1.0); float att = ((wn * wn) / (1.0 + ((dist * dist) * 0.3))); vec3 _e3597 = N_1; float lam_1 = max(dot(_e3597, ldir), 0.0); if ((L.col.w > 0.5)) { local_15 = (L.col.w < 1.5); } else { local_15 = false; } bool isDyn = local_15; float diff = (isDyn ? (0.7 + (0.3 * lam_1)) : lam_1); vec3 _e3618 = light; if (!(isDyn)) { local_16 = (L.col.w > 1.5); } else { local_16 = true; } bool _e3631 = local_16; light = (_e3618 + (((L.col.xyz * att) * diff) * (_e3631 ? 3.6 : 2.4))); vec3 H_1 = normalize((ldir + V)); vec3 _e3639 = N_1; float nh_1 = max(dot(_e3639, H_1), 0.0); float dn_1 = (((nh_1 * nh_1) * (a2_ - 1.0)) + 1.0); float D_1 = min((a2_ / ((3.14159 * dn_1) * dn_1)), 40.0); vec3 _e3655 = spec; spec = (_e3655 + (((((L.col.xyz * D_1) * att) * lam_1) * f0_) * 2.0)); } } if (!((mat == 6))) { local_17 = (mat == 17); } else { local_17 = true; } bool _e3676 = local_17; if (!(_e3676)) { local_18 = (mat == 19); } else { local_18 = true; } bool _e3683 = local_18; if (!(_e3683)) { local_19 = (mat == 20); } else { local_19 = true; } bool _e3690 = local_19; if (_e3690) { vec3 _e3692 = N_1; vec3 R_1 = reflect(-(V), _e3692); vec3 _e3694 = N_1; float ndv = max(dot(_e3694, V), 0.0); if (!((mat == 17))) { local_20 = (mat == 20); } else { local_20 = true; } bool _e3706 = local_20; float c0_ = (_e3706 ? 0.09 : 0.06); float fres = (c0_ + ((1.0 - c0_) * pow((1.0 - ndv), 5.0))); vec4 _e3720 = _group_0_binding_0_fs.ambient; vec3 zen = (_e3720.xyz * 0.9); vec4 _e3726 = _group_0_binding_0_fs.fog; vec4 _e3732 = _group_0_binding_0_fs.sunCol; float _e3737 = _group_0_binding_0_fs.moon.w; vec3 hor = (((_e3726.xyz * 1.2) + ((_e3732.xyz * _e3737) * 0.12)) * 1.8); vec3 skyR = (mix(zen, hor, smoothstep(0.6, 0.08, R_1.y)) * smoothstep(-0.35, 0.0, R_1.y)); vec3 _e3754 = spec; float _e3756 = sky; float _e3761 = ao; float _e3763 = envK; spec = (_e3754 + ((((skyR * fres) * mix(0.55, 1.0, _e3756)) * _e3761) * _e3763)); if ((mat == 19)) { local_21 = (i_11.uv.y < 19.5); } else { local_21 = false; } bool _e3775 = local_21; if (_e3775) { vec3 Hc = normalize((sunL + V)); vec3 _e3778 = N_1; float gl = pow(max(dot(_e3778, Hc), 0.0), 220.0); vec3 _e3784 = spec; vec4 _e3787 = _group_0_binding_0_fs.sunCol; float _e3792 = _group_0_binding_0_fs.moon.w; spec = (_e3784 + (((((_e3787.xyz * _e3792) * gl) * ndl_1) * _e3119) * 0.9)); } } vec3 _e3800 = albedo; vec3 _e3801 = light; vec3 _e3803 = emissive; vec3 _e3805 = spec; float _e3806 = specK; vec3 _e3809 = refl; float _e3810 = reflK; col_1 = ((((_e3800 * _e3801) + _e3803) + (_e3805 * _e3806)) + ((_e3809 * _e3810) * 0.8)); vec3 _e3816 = col_1; vec3 _e3817 = albedo; float _e3826 = _group_0_binding_0_fs.params.z; col_1 = (_e3816 + (((_e3817 * vec3(1.0, 0.9, 0.75)) * _e3826) * 0.45)); vec4 _e3833 = _group_0_binding_0_fs.camPos; float dist_1 = length((_e3833.xyz - P_1)); float _e3840 = _group_0_binding_0_fs.fog.w; float fogF = (1.0 - exp((-(_e3840) * max((dist_1 - 22.0), 0.0)))); float _e3853 = _group_0_binding_0_fs.misc.w; float mistK = ((_e3853 > 0.99) ? 0.0 : 1.0); float _e3874 = noise(((P_1.xz * 0.15) + vec2((t_4 * 0.05), 0.0))); float mist = (((smoothstep(1.4, 0.0, P_1.y) * 0.25) * mistK) * (0.6 + (0.4 * _e3874))); vec3 _e3880 = col_1; vec4 _e3883 = _group_0_binding_0_fs.fog; col_1 = mix(_e3880, _e3883.xyz, clamp((fogF + (mist * 0.5)), 0.0, 0.92)); vec3 _e3894 = col_1; o_3.color = vec4(_e3894, 1.0); vec3 vn = normalize(i_11.vnz.xyz); float vz = i_11.vnz.w; if ((P_1.y < 0.3)) { float _e3910 = N_1.y; local_22 = (_e3910 > 0.7); } else { local_22 = false; } bool _e3914 = local_22; o_3.nd = vec4(vn, (_e3914 ? -(vz) : vz)); FOut _e3917 = o_3; return _e3917; } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_fs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_3 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_3.y * 4u) + q_3.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_2 = i_13.wpos; vec3 vn_1 = normalize(i_13.vnz.xyz); float vz_1 = i_13.vnz.w; if ((P_2.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn_1, (_e19 ? -(vz_1) : vz_1)); } void main() { VOut i_2 = VOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5); FOut _e1 = shadeAll(i_2); _fs2p_location0 = _e1.color; _fs2p_location1 = _e1.nd; return; }  fs_main_cutmain]U#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Fragment { Frame _group_0_binding_0_fs; }; layout(std140) uniform Obj_block_1Fragment { Obj _group_0_binding_1_fs; }; uniform highp sampler2DShadow _group_0_binding_2_fs; uniform highp sampler2D _group_0_binding_3_fs; uniform highp sampler2D _group_0_binding_5_fs; uniform highp sampler2D _group_0_binding_6_fs; smooth in vec3 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec4 _vs2fs_location2; smooth in vec2 _vs2fs_location3; smooth in vec4 _vs2fs_location4; smooth in vec4 _vs2fs_location5; layout(location = 0) out vec4 _fs2p_location0; layout(location = 1) out vec4 _fs2p_location1; float wideAt(float z) { float _e4 = _group_0_binding_0_fs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_fs.wq.x; float _e14 = _group_0_binding_0_fs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_fs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_fs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 objRot(vec3 p) { float _e4 = _group_0_binding_1_fs.xf.w; float cr = cos(_e4); float _e9 = _group_0_binding_1_fs.xf.w; float sr = sin(_e9); vec3 a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); float _e26 = _group_0_binding_1_fs.xf.z; float cp = cos(_e26); float _e31 = _group_0_binding_1_fs.xf.z; float sp = sin(_e31); vec3 b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); float _e49 = _group_0_binding_1_fs.xf.x; float c = cos(_e49); float _e54 = _group_0_binding_1_fs.xf.x; float s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } vec3 objPos(vec3 p_1, vec3 n) { vec3 wp = vec3(0.0); float _e5 = _group_0_binding_1_fs.xf.y; float _e9 = _group_0_binding_1_fs.xf.y; float sc = ((_e9 == 0.0) ? 1.0 : _e5); vec3 _e15 = objRot((p_1 * sc)); vec4 _e18 = _group_0_binding_1_fs.offset; wp = (_e15 + _e18.xyz); float _e25 = _group_0_binding_1_fs.lm.z; if ((_e25 > 0.5)) { float tag = length(n); float _e30 = wp.x; bool byX = (abs(_e30) >= 4.7); bool stays = (tag > 2.5); bool slide = ((tag < 1.5) ? byX : !(stays)); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51); float ax_1 = ((tag - 3.0) * 20.0); if ((_e52 < 0.0)) { float _e60 = wp.x; float _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5, 4.7, ax_1))); } } } } vec3 _e70 = wp; return _e70; } vec3 objNrm(vec3 n_1) { vec3 _e1 = objRot(n_1); return _e1; } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_fs.camPos.w; float a_3 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_3) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_3) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float sunShadow(vec3 P, vec3 N, float ndl) { bool local_4 = false; bool local_5 = false; bool local_6 = false; float lit = 0.0; int j = -1; int i_8 = 0; float _e6 = _group_0_binding_0_fs.sunCol.w; if ((_e6 < 0.5)) { return 1.0; } mat4x4 _e12 = _group_0_binding_0_fs.sunVP; vec4 sp_1 = (_e12 * vec4((P + (N * 0.06)), 1.0)); vec2 uv_1 = vec2(((sp_1.x * 0.5) + 0.5), (0.5 - (sp_1.y * 0.5))); if (!((uv_1.x <= 0.0))) { local_4 = (uv_1.x >= 1.0); } else { local_4 = true; } bool _e40 = local_4; if (!(_e40)) { local_5 = (uv_1.y <= 0.0); } else { local_5 = true; } bool _e48 = local_5; if (!(_e48)) { local_6 = (uv_1.y >= 1.0); } else { local_6 = true; } bool _e56 = local_6; if (_e56) { return 1.0; } vec2 dim = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float bias = (0.0012 + (0.003 * (1.0 - ndl))); float _e70 = _group_0_binding_0_fs.misc.y; float R = clamp((_e70 * 0.6), 0.75, 2.0); vec2 o_4 = (vec2((R * 0.7)) / dim); float dref = (sp_1.z - bias); bool loop_init = true; while(true) { if (!loop_init) { int _e121 = j; j = (_e121 + 1); } loop_init = false; int _e86 = j; if ((_e86 <= 1)) { } else { break; } { i_8 = -1; bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e118 = i_8; i_8 = (_e118 + 1); } loop_init_1 = false; int _e91 = i_8; if ((_e91 <= 1)) { } else { break; } { int _e94 = i_8; int _e98 = j; float w_2 = float(((2 - abs(_e94)) * (2 - abs(_e98)))); float _e104 = lit; int _e107 = i_8; int _e109 = j; float _e114 = textureLod(_group_0_binding_2_fs, vec3((uv_1 + (vec2(float(_e107), float(_e109)) * o_4)), dref), 0.0); lit = (_e104 + (w_2 * _e114)); } } } } float _e123 = lit; return (_e123 / 16.0); } float kStep(int i_9) { float _e4 = _group_0_binding_0_fs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_fs.warp[j_1]; vec4 a1_ = _group_0_binding_0_fs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_fs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_fs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_fs.wq.x; float _e21 = _group_0_binding_0_fs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_4 = _group_0_binding_0_fs.warp[0]; float _e33 = _group_0_binding_0_fs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_5 = _group_0_binding_0_fs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_fs.wq.x; float _e74 = _group_0_binding_0_fs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_fs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_fs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc_1 = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_fs.wq.y; float dz_3 = ((t_2 / _e138) * sc_1); float ch = cos(hh); float sh = sin(hh); float cp_1 = cos(phi); float sp_2 = sin(phi); vec4 c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_2)), ((a0_1.w * cp_1) - (a0_1.z * sp_2))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_fs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_fs.wq.x; float _e23 = _group_0_binding_0_fs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_fs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_fs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag_1 = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_2 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } FOut shadeAll(VOut i_11) { vec3 albedo = vec3(0.0); vec3 N_1 = vec3(0.0); vec3 emissive = vec3(0.0); float wet = 0.0; float gloss = 0.0; float envK = 1.0; float reflK = 0.0; float reflW = 1.0; float specK = 1.0; float gapWet = 0.0; bool local_7 = false; bool local_8 = false; float rc = 0.0; float cw = 2.3; float x0_ = 0.22; float x1_ = 0.78; float y0_ = 0.25; float y1_ = 0.82; float pLit = 0.86; float pBoard = 0.97; float vb = 3.6; float win = 0.0; float door = 0.0; vec3 wc = vec3(0.035, 0.045, 0.07); float rc_1 = 0.0; bool local_9 = false; bool local_10 = false; float u_1 = 0.0; float v_3 = 0.0; float su = 0.0; vec4 tz[5] = vec4[5](vec4(-2.3, 2.34, -1.38, 1.36), vec4(-1.95, 1.94, -1.2, 1.18), vec4(-2.35, 2.4, -1.45, 1.5), vec4(-2.35, 2.38, -1.5, 1.55), vec4(-2.3, 2.32, -1.38, 1.4)); vec4 td[5] = vec4[5](vec4(-0.86, 0.12, 1.08, 0.93), vec4(-0.7, 0.45, 0.45, 0.93), vec4(-0.94, -0.02, 0.3, 1.06), vec4(-1.38, -0.4, 0.95, 1.34), vec4(-0.86, 0.12, 1.3, 1.02)); float seam = 0.0; bool local_11 = false; float frame = 0.0; float ao = 1.0; float sky = 1.0; vec3 light = vec3(0.0); vec3 spec = vec3(0.0); vec3 refl = vec3(0.0); bool local_12 = false; int k = 0; bool local_13 = false; bool local_14 = false; bool local_15 = false; bool local_16 = false; bool local_17 = false; bool local_18 = false; bool local_19 = false; bool local_20 = false; bool local_21 = false; vec3 col_1 = vec3(0.0); FOut o_3 = FOut(vec4(0.0), vec4(0.0)); bool local_22 = false; int mat = int(roundEven((i_11.col.w * 10.0))); vec4 _e11 = _group_0_binding_1_fs.tint; albedo = (i_11.col.xyz * _e11.xyz); N_1 = normalize(i_11.nrm); vec3 P_1 = i_11.wpos; float t_4 = _group_0_binding_0_fs.camPos.w; vec4 _e25 = _group_0_binding_0_fs.camPos; vec3 V = normalize((_e25.xyz - P_1)); vec2 dUVx = dFdx(i_11.uv); vec2 dUVy = dFdy(i_11.uv); vec2 fwUV = min((abs(dUVx) + abs(dUVy)), vec2(0.5)); vec3 _e54 = fwidth(P_1); vec3 fwP = min(_e54, vec3(0.5)); vec3 _e60 = fwidth(i_11.lp.xyz); vec3 fwL = min(_e60, vec3(0.5)); if ((mat == 1)) { float sid = roundEven(i_11.uv.x); float _e72 = fbm((P_1.xz * 1.7)); vec3 _e73 = albedo; albedo = (_e73 * (0.82 + (0.3 * _e72))); if ((sid == 1.0)) { float row = floor((P_1.z / 0.3)); float _e89 = hash21_(vec2(row, 3.0)); vec2 q_1 = vec2(((P_1.x / (0.42 + (0.1 * _e89))) + (row * 0.37)), (P_1.z / 0.3)); vec2 f_4 = (fract(q_1) - vec2(0.5)); vec2 id = floor(q_1); float _e111 = noise((P_1.xz * 6.0)); float w2_ = (_e111 * 0.08); float e = (max(abs(f_4.x), abs(f_4.y)) + w2_); float gap = smoothstep(0.42, 0.5, e); vec3 _e123 = albedo; float _e124 = hash21_(id); albedo = ((_e123 * (0.82 + (0.36 * _e124))) * (1.0 - (0.45 * gap))); vec3 _e135 = N_1; N_1 = normalize((_e135 + ((vec3(f_4.x, 0.0, f_4.y) * 0.45) * smoothstep(0.25, 0.48, e)))); gapWet = gap; } else { if ((sid == 2.0)) { vec2 c_3 = (fract((P_1.xz / vec2(3.0))) - vec2(0.5)); float joint = smoothstep(0.482, 0.497, max(abs(c_3.x), abs(c_3.y))); vec3 _e166 = albedo; float _e172 = hash21_(floor((P_1.xz / vec2(3.0)))); albedo = ((_e166 * (0.82 + (0.3 * _e172))) * (1.0 - (0.6 * joint))); float _e189 = fbm(((P_1.xz * 0.6) + vec2(3.3))); float oil = smoothstep(0.6, 0.72, _e189); vec3 _e193 = albedo; albedo = (_e193 * (1.0 - (0.45 * oil))); gapWet = joint; } } float _e202 = noise((P_1.xz * 0.9)); float _e215 = noise(((P_1.xz * 0.21) + vec2(9.0))); float crack = ((smoothstep(0.035, 0.0, abs((_e202 - 0.5))) * smoothstep(0.4, 0.7, _e215)) * ((sid == 1.0) ? 0.0 : 1.0)); vec3 _e226 = albedo; albedo = (_e226 * (1.0 - (0.5 * crack))); float _e235 = wideAt(P_1.z); float axE = (abs(P_1.x) - _e235); vec3 _e237 = albedo; albedo = (_e237 * mix(1.0, 0.62, (smoothstep(4.55, 5.0, axE) * step(axE, 5.05)))); float dash = (step(0.5, fract((P_1.z / 6.0))) * smoothstep(0.13, 0.1, abs(P_1.x))); float edge = smoothstep(0.1, 0.07, abs((axE - 4.55))); float _e272 = noise(((P_1.xz * 2.3) + vec2(1.7))); float wear = smoothstep(0.25, 0.6, _e272); vec3 _e276 = albedo; albedo = mix(_e276, vec3(0.78, 0.66, 0.32), ((((dash + edge) * wear) * 0.85) * ((sid == 1.0) ? 0.0 : 1.0))); float _e299 = fbm(((P_1.xz * 0.23) + vec2(5.1, 0.0))); float pud = smoothstep(0.52, 0.62, _e299); float _e303 = gapWet; float _e313 = _group_0_binding_0_fs.params.x; wet = (mix(0.35, 1.0, max(pud, (_e303 * 0.8))) * _e313); vec3 _e315 = albedo; albedo = (_e315 * mix(1.0, 0.45, pud)); float _e326 = _group_0_binding_0_fs.params.x; reflK = (mix(0.35, 1.0, pud) * _e326); reflW = mix(1.7, 0.6, pud); float rx = (sin((((P_1.x * 7.0) + (t_4 * 1.3)) + (sin((P_1.z * 5.3)) * 1.5))) * sin((((P_1.z * 6.1) - (t_4 * 0.9)) + (sin((P_1.x * 4.1)) * 1.2)))); float rz = (sin((((P_1.z * 7.7) - (t_4 * 1.1)) + (sin((P_1.x * 4.7)) * 1.4))) * sin((((P_1.x * 5.9) + (t_4 * 0.8)) + (sin((P_1.z * 3.7)) * 1.1)))); vec3 _e389 = N_1; N_1 = normalize((_e389 + ((vec3(rx, 0.0, rz) * 0.035) * pud))); gloss = 1.0; } else { if ((mat == 2)) { vec2 cell = abs((fract((P_1.xz / vec2(1.6))) - vec2(0.5))); float sw = (max(fwP.x, fwP.z) / 1.6); float seam_1 = (smoothstep((0.482 - sw), (0.482 + sw), max(cell.x, cell.y)) * clamp((1.0 - (sw * 25.0)), 0.0, 1.0)); float _e435 = hash21_(floor((P_1.xz / vec2(1.6)))); vec3 _e436 = albedo; albedo = ((_e436 * (0.85 + (0.25 * _e435))) * (1.0 - (0.45 * seam_1))); vec3 _e447 = albedo; float _e451 = wideAt(P_1.z); albedo = (_e447 * mix(1.0, 0.5, smoothstep(7.3, 8.2, (abs(P_1.x) - _e451)))); float _e463 = _group_0_binding_0_fs.params.x; wet = (0.25 * _e463); gloss = 0.5; float _e470 = _group_0_binding_0_fs.params.x; reflK = (0.2 * _e470); reflW = 2.0; } else { if ((mat == 3)) { float style = floor((i_11.uv.x / 1000.0)); float u_3 = (i_11.uv.x - (style * 1000.0)); float v_4 = i_11.uv.y; vec3 _e488 = albedo; float _e492 = _group_0_binding_0_fs.misc.w; albedo = (_e488 * _e492); float _e497 = _group_0_binding_1_fs.offset.w; float seed_1 = ((_e497 + (i_11.col.x * 31.0)) + (style * 7.0)); float _e511 = fbm(vec2((u_3 * 0.8), (v_4 * 2.5))); vec3 _e512 = albedo; albedo = (_e512 * (0.86 + (0.2 * _e511))); float fwm = max(fwUV.x, fwUV.y); float _e523 = hash21_(vec2(seed_1, 7.7)); if ((style != 0.0)) { float kf = clamp((1.0 - (fwm / 0.07)), 0.0, 1.0); if ((_e523 < 0.5)) { float row_1 = floor((v_4 / 0.3)); float bu = ((u_3 / 0.66) + (0.5 * (row_1 - (2.0 * floor((row_1 * 0.5)))))); vec2 id_1 = vec2(floor(bu), row_1); vec2 f_5 = vec2(fract(bu), fract((v_4 / 0.3))); float dx_2 = (min(f_5.x, (1.0 - f_5.x)) * 0.66); float dy_1 = (min(f_5.y, (1.0 - f_5.y)) * 0.3); float mort = max((1.0 - smoothstep(0.012, (0.012 + fwm), dx_2)), (1.0 - smoothstep(0.012, (0.012 + fwm), dy_1))); float _e584 = hash21_((id_1 + vec2(seed_1, 1.0))); float tone = (0.84 + (0.3 * _e584)); vec3 _e589 = albedo; vec3 b2_ = (_e589 * tone); vec3 _e591 = albedo; vec3 _e592 = albedo; albedo = mix(_e591, mix(b2_, ((_e592 * 0.55) + vec3(0.22, 0.21, 0.2)), (mort * 0.75)), kf); } else { if ((_e523 < 0.82)) { float fy = fract((v_4 / 0.24)); float _e620 = aaBand(fy, 0.9, 1.0, (fwUV.y / 0.24)); float lap = (mix(0.72, 1.0, smoothstep(0.0, 0.35, fy)) * (1.0 + (0.12 * _e620))); vec3 _e626 = albedo; albedo = (_e626 * mix(1.0, lap, kf)); } } } float band = (smoothstep(0.92, 0.97, fract(((v_4 - 3.6) / 3.1))) * step(3.6, v_4)); vec3 _e641 = albedo; albedo = (_e641 * (1.0 - (0.25 * band))); vec3 warm = vec3(1.0, 0.6, 0.28); vec3 cool = vec3(0.38, 0.62, 1.0); if ((v_4 < 3.6)) { local_7 = (style != 2.0); } else { local_7 = false; } bool _e662 = local_7; if (_e662) { local_8 = (style != 5.0); } else { local_8 = false; } bool _e668 = local_8; if (_e668) { float shopId = floor((u_3 / 4.2)); float sx = fract((u_3 / 4.2)); float wsx = (fwUV.x / 4.2); float _e680 = aaBand(sx, 0.08, 0.92, wsx); float _e684 = aaBand(v_4, 0.5, 2.9, fwUV.y); float inGlass = (_e680 * _e684); float _e688 = aaBand(sx, 0.04, 0.96, wsx); float pil = (1.0 - _e688); float _e692 = hash21_(vec2(shopId, seed_1)); float boarded = ((style == 4.0) ? step(0.45, _e692) : 0.0); float _e707 = hash21_(vec2((shopId + 3.0), seed_1)); float lit_1 = (step(((style == 4.0) ? 0.85 : 0.6), _e707) * (1.0 - boarded)); vec3 glass = vec3(0.1, 0.13, 0.17); vec3 _e716 = albedo; albedo = mix(_e716, glass, inGlass); vec3 _e718 = albedo; vec3 _e719 = albedo; albedo = mix(_e718, (_e719 * 0.6), pil); float _e726 = hash21_(vec2((shopId + 7.0), seed_1)); vec3 shopCol = mix(warm, cool, step(0.75, _e726)); vec3 _e731 = N_1; vec3 Tn = cross(_e731, vec3(0.0, 1.0, 0.0)); vec3 _e741 = N_1; vec3 rd = vec3(dot(-(V), Tn), -(V.y), dot(V, _e741)); vec4 _e750 = room(vec2((sx * 4.2), v_4), rd, 4.2, 3.4, 4.0); rc = _e750.x; if ((_e750.w == 0.0)) { float _e756 = rc; rc = ((_e756 * (0.7 + (0.3 * step(0.5, fract((_e750.z * 7.0)))))) * (1.0 - (0.5 * step((_e750.y * 4.2), 0.4)))); } if ((_e750.w == 3.0)) { float _e781 = rc; rc = (_e781 + ((step(0.45, _e750.y) * step(_e750.y, 0.55)) * 1.5)); } vec3 _e792 = emissive; float _e798 = rc; emissive = (_e792 + (((((inGlass * lit_1) * shopCol) * 1.45) * 1.0) * _e798)); float _e810 = noise(vec2((u_3 * 3.0), (v_4 * 9.0))); vec3 ply = (vec3(0.36, 0.27, 0.17) * (0.8 + (0.3 * _e810))); vec3 _e816 = albedo; albedo = mix(_e816, ply, (inGlass * boarded)); vec3 _e819 = albedo; albedo = (_e819 * (1.0 - ((0.35 * smoothstep(3.0, 3.3, v_4)) * step(v_4, 3.6)))); gloss = ((inGlass * 0.7) * (1.0 - boarded)); } else { if ((style == 0.0)) { cw = 1.55; x0_ = 0.1; x1_ = 0.9; y0_ = 0.18; y1_ = 0.86; pLit = 0.72; } if ((style == 2.0)) { cw = 2.0; x0_ = 0.3; x1_ = 0.7; y0_ = 0.12; y1_ = 0.86; pLit = 0.8; vb = 0.6; } if ((style == 4.0)) { pLit = 0.95; pBoard = 0.5; } if ((style == 5.0)) { cw = 3.2; x0_ = 0.1; x1_ = 0.42; y0_ = 0.05; y1_ = 0.72; pLit = 0.55; vb = 0.0; } float ch_1 = ((style == 5.0) ? 2.95 : 3.1); float _e887 = cw; float cx = floor((u_3 / _e887)); float _e890 = vb; float cy = floor(((v_4 - _e890) / ch_1)); float _e894 = cw; float fx = fract((u_3 / _e894)); float _e897 = vb; float fy_1 = fract(((v_4 - _e897) / ch_1)); float _e902 = cw; float wx = (fwUV.x / _e902); float wy = (fwUV.y / ch_1); float _e906 = vb; float _e909 = vb; float above = smoothstep((_e906 - fwUV.y), (_e909 + fwUV.y), v_4); float _e913 = x0_; float _e914 = x1_; float _e915 = aaBand(fx, _e913, _e914, wx); float _e916 = y0_; float _e917 = y1_; float _e918 = aaBand(fy_1, _e916, _e917, wy); win = ((_e915 * _e918) * above); float _e922 = x0_; float _e925 = x1_; float _e928 = aaBand(fx, (_e922 - 0.05), (_e925 + 0.05), wx); float _e929 = y0_; float _e932 = y1_; float _e935 = aaBand(fy_1, (_e929 - 0.05), (_e932 + 0.04), wy); float _e938 = win; float frame_1 = max((((_e928 * _e935) * above) - _e938), 0.0); float _e942 = x0_; float _e945 = x1_; float _e948 = aaBand(fx, (_e942 - 0.06), (_e945 + 0.06), wx); float _e949 = y0_; float _e952 = y0_; float _e955 = aaBand(fy_1, (_e949 - 0.085), (_e952 - 0.05), wy); float sill = (((_e948 * _e955) * above) * step(style, 4.5)); if ((style == 0.0)) { float _e963 = win; float _e966 = aaBand(fx, 0.47, 0.53, wx); win = (_e963 * (1.0 - _e966)); } if ((style == 5.0)) { float _e985 = vb; door = ((((step(0.52, fx) * step(fx, 0.78)) * step(0.0, fy_1)) * step(fy_1, 0.8)) * step(_e985, v_4)); } float _e993 = hash21_(vec2((cx + (seed_1 * 3.0)), (cy + seed_1))); float _e999 = pBoard; if ((_e993 > _e999)) { wc = vec3(0.33, 0.24, 0.15); } else { float _e1005 = pLit; if ((_e993 > _e1005)) { vec3 _e1007 = N_1; vec3 Tn_1 = cross(_e1007, vec3(0.0, 1.0, 0.0)); vec3 _e1017 = N_1; vec3 rd_1 = vec3(dot(-(V), Tn_1), -(V.y), dot(V, _e1017)); float _e1020 = cw; float _e1024 = cw; vec4 _e1026 = room(vec2((fx * _e1020), (fy_1 * ch_1)), rd_1, _e1024, ch_1, 2.8); rc_1 = _e1026.x; float _e1033 = hash21_(vec2((cx + 9.0), (cy + seed_1))); if ((_e1026.w == 0.0)) { float _e1037 = rc_1; rc_1 = (_e1037 * (1.0 - (((0.75 * step(_e1026.z, 0.32)) * step((_e1033 * 0.5), _e1026.y)) * step(_e1026.y, (0.5 + (_e1033 * 0.4)))))); float _e1058 = rc_1; rc_1 = (_e1058 * (1.0 - ((((0.4 * step(0.55, _e1026.z)) * step(_e1026.z, 0.75)) * step(0.35, _e1026.y)) * step(_e1026.y, 0.6)))); } float _e1079 = pLit; float _e1080 = pLit; bool isTv = (_e993 > (_e1079 + ((1.0 - _e1080) * 0.75))); float tv = (0.6 + ((0.4 * sin(((t_4 * 9.0) + (_e993 * 90.0)))) * sin(((t_4 * 3.1) + (_e993 * 13.0))))); vec3 lc = (isTv ? (cool * tv) : ((warm * 1.3) * (0.92 + (0.08 * sin(((t_4 * 0.7) + (_e993 * 40.0))))))); float _e1129 = x0_; float _e1131 = x1_; float curtain = (step(0.6, _e1033) * ((smoothstep(0.32, 0.3, abs((fx - 0.5))) * 0.0) + (1.0 - smoothstep(0.0, 0.16, min((fx - _e1129), (_e1131 - fx)))))); vec3 _e1141 = emissive; float _e1142 = win; float _e1144 = rc_1; emissive = (_e1141 + ((_e1142 * lc) * mix(_e1144, 0.55, (curtain * 0.8)))); wc = (lc * 0.15); } else { vec3 _e1153 = N_1; vec3 Tn_2 = cross(_e1153, vec3(0.0, 1.0, 0.0)); vec3 _e1163 = N_1; vec3 rd_2 = vec3(dot(-(V), Tn_2), -(V.y), dot(V, _e1163)); float _e1166 = cw; float _e1170 = cw; vec4 _e1172 = room(vec2((fx * _e1166), (fy_1 * ch_1)), rd_2, _e1170, ch_1, 2.8); vec3 refl_1 = mix(vec3(0.22, 0.3, 0.42), vec3(0.95, 0.72, 0.5), smoothstep(0.55, 0.95, (fy_1 + (_e1172.x * 0.2)))); float _e1202 = _group_0_binding_0_fs.misc.x; wc = mix((vec3(0.03, 0.04, 0.06) * (0.6 + (0.8 * _e1172.x))), refl_1, (((0.55 * _e1202) * 0.0) + 0.5)); } } float _e1210 = y1_; float _e1213 = y1_; float _e1219 = x0_; float _e1222 = x0_; float recess = ((1.0 - (0.55 * smoothstep((_e1210 - 0.22), _e1213, fy_1))) * (1.0 - (0.3 * smoothstep((_e1219 + 0.12), _e1222, fx)))); vec3 _e1229 = albedo; vec3 _e1230 = wc; float _e1234 = win; albedo = mix(_e1229, ((_e1230 * 0.5) * recess), _e1234); vec3 _e1236 = albedo; vec3 _e1237 = albedo; albedo = mix(_e1236, (_e1237 * 1.4), frame_1); vec3 _e1241 = albedo; albedo = mix(_e1241, vec3(0.74, 0.7, 0.62), (sill * 0.85)); vec3 _e1249 = albedo; float _e1254 = door; albedo = mix(_e1249, vec3(0.08, 0.06, 0.05), _e1254); if ((style == 5.0)) { vec3 _e1258 = emissive; float _e1259 = door; emissive = (_e1258 + ((((_e1259 * step(0.68, fy_1)) * step(fy_1, 0.76)) * vec3(1.0, 0.75, 0.35)) * 1.2)); } float _e1274 = win; gloss = (_e1274 * 0.75); } if (!((style == 4.0))) { local_9 = (style == 1.0); } else { local_9 = true; } bool _e1285 = local_9; if (!(_e1285)) { local_10 = (style == 3.0); } else { local_10 = true; } bool _e1292 = local_10; if (_e1292) { vec4 _e1293 = graffiti(u_3, v_4, seed_1); vec3 _e1294 = albedo; albedo = mix(_e1294, (_e1293.xyz * 0.55), _e1293.w); } vec3 _e1300 = albedo; albedo = (_e1300 * mix(0.55, 1.0, smoothstep(0.0, 4.0, v_4))); float _e1318 = fbm((vec2((u_3 * 0.13), (v_4 * 0.21)) + vec2((seed_1 * 1.3), 4.0))); float patchT = (0.86 + (0.28 * _e1318)); float _e1331 = fbm(vec2(((u_3 * 1.1) + (seed_1 * 3.0)), (v_4 * 0.11))); float streakT = (smoothstep(0.6, 0.88, _e1331) * (0.12 + (0.12 * smoothstep(3.0, 9.0, v_4)))); float _e1352 = noise(((P_1.xz * 3.3) + vec2((P_1.y * 3.1), 0.0))); float grain = (1.0 + (((0.14 * _e1352) - 0.07) * clamp((1.0 - (fwm * 8.0)), 0.0, 1.0))); vec3 _e1367 = albedo; albedo = (((_e1367 * patchT) * (1.0 - streakT)) * grain); } else { if ((mat == 7)) { float _e1381 = noise(((P_1.xz * 2.3) + vec2(2.3))); float _e1388 = noise((P_1.xz * 14.0)); float wear_1 = (smoothstep(0.08, 0.4, _e1381) * (0.8 + (0.2 * _e1388))); vec3 _e1398 = albedo; albedo = mix(vec3(0.07, 0.07, 0.09), _e1398, wear_1); float _e1403 = _group_0_binding_0_fs.params.x; wet = (0.5 * _e1403); gloss = 0.9; } else { if ((mat == 9)) { float amber = (step(0.4, i_11.col.y) * step(i_11.col.z, 0.2)); float ph_1 = fract((t_4 * 1.6)); float dblA = (step(ph_1, 0.12) + (step(0.2, ph_1) * step(ph_1, 0.32))); float ph2_ = fract(((t_4 * 1.6) + 0.5)); float dblB = (step(ph2_, 0.12) + (step(0.2, ph2_) * step(ph2_, 0.32))); float isRed = step(i_11.col.z, i_11.col.x); float o_5 = ((amber > 0.5) ? step(fract((t_4 * 0.9)), 0.5) : ((isRed > 0.5) ? dblA : dblB)); vec3 _e1458 = albedo; emissive = (_e1458 * (0.25 + (7.0 * o_5))); vec3 _e1464 = albedo; albedo = (_e1464 * 0.3); } else { if ((mat == 10)) { u_1 = i_11.uv.x; v_3 = i_11.uv.y; if ((abs(dUVx.x) >= abs(dUVx.y))) { u_1 = (i_11.uv.x * ((dUVx.x < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.y * ((dUVy.y > 0.0) ? -1.0 : 1.0)); } else { u_1 = (i_11.uv.y * ((dUVx.y < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.x * ((dUVy.x > 0.0) ? -1.0 : 1.0)); } float _e1516 = u_1; float gx = floor((_e1516 / 0.3)); float _e1520 = v_3; float gy = floor((_e1520 / 0.45)); float _e1524 = u_1; float fu = fract((_e1524 / 0.3)); float _e1528 = v_3; float fv = fract((_e1528 / 0.45)); float _e1535 = _group_0_binding_1_fs.offset.w; float _e1538 = hash21_(vec2(gx, (gy + _e1535))); float on_1 = step(0.22, _e1538); float _e1546 = hash21_(vec2((gx + 3.0), (gy + 1.7))); float _e1552 = hash21_(vec2((gx + 9.0), (gy + 4.1))); float inBox = (((step(0.18, fu) * step(fu, 0.82)) * step(0.18, fv)) * step(fv, 0.82)); float stemL = (step(0.18, fu) * step(fu, (0.18 + 0.13))); float stemR = ((step((0.82 - 0.13), fu) * step(fu, 0.82)) * step(0.35, _e1546)); float barT = ((step((0.82 - (0.13 * 0.8)), fv) * step(fv, 0.82)) * step(0.3, _e1552)); float barM = ((step(0.46, fv) * step(fv, (0.46 + (0.13 * 0.8)))) * step(_e1552, 0.7)); float barB = ((step(0.18, fv) * step(fv, (0.18 + (0.13 * 0.8)))) * step(0.55, _e1546)); float stroke = ((on_1 * inBox) * clamp(((((stemL + stemR) + barT) + barM) + barB), 0.0, 1.0)); float _e1627 = _group_0_binding_1_fs.offset.w; float _e1630 = hash21_(vec2((gx + 11.0), (gy + _e1627))); float dead = step(0.93, _e1630); float flick = (1.0 - dead); vec3 _e1635 = albedo; emissive = (_e1635 * (0.35 + ((3.6 * stroke) * flick))); vec3 _e1642 = albedo; albedo = (_e1642 * 0.15); } else { if ((mat == 11)) { float rid = (0.72 + (0.28 * (0.5 + (0.5 * sin(((i_11.uv.x * 6.2831) / 0.32)))))); float _e1673 = fbm(vec2((i_11.uv.x * 1.3), ((i_11.uv.y * 0.25) + 3.0))); float rust = smoothstep(0.55, 0.8, _e1673); vec3 _e1677 = albedo; albedo = mix((_e1677 * rid), (vec3(0.35, 0.16, 0.08) * rid), (rust * 0.6)); float _e1694 = _group_0_binding_1_fs.offset.w; vec4 _e1697 = graffiti(i_11.uv.x, i_11.uv.y, (_e1694 + 3.0)); vec3 _e1698 = albedo; albedo = mix(_e1698, ((_e1697.xyz * 0.55) * rid), _e1697.w); gloss = 0.35; } else { if ((mat == 12)) { float _e1717 = fbm(((P_1.xz * 3.2) + vec2((P_1.y * 2.0), 0.0))); if ((P_1.y > 2.2)) { float _e1730 = noise(((P_1.xz * 2.2) + vec2((P_1.y * 1.7), 0.0))); float n1_ = (_e1730 - 0.5); float _e1742 = noise(((P_1.zx * 2.4) - vec2((P_1.y * 1.5), 0.0))); float n2_ = (_e1742 - 0.5); vec3 _e1745 = N_1; N_1 = normalize((((_e1745 * 0.9) + vec3(0.0, 0.15, 0.0)) + (vec3(n1_, 0.0, n2_) * 0.22))); float _e1770 = noise(((P_1.xz * 3.4) + vec2((P_1.y * 2.6), (P_1.y * 1.3)))); float dap = mix(0.9, 1.06, smoothstep(0.4, 0.6, _e1770)); vec3 _e1777 = albedo; albedo = (((_e1777 * dap) * (0.85 + (0.3 * smoothstep(0.3, 0.7, _e1717)))) * vec3(1.0, 1.04, 0.92)); } else { vec3 _e1792 = albedo; albedo = (_e1792 * (0.55 + (0.7 * smoothstep(0.35, 0.65, _e1717)))); } } else { if ((mat == 13)) { vec3 base = albedo; float _e1813 = hash21_(((base.xy * 97.0) + vec2((base.z * 13.0), 0.0))); float variant = floor((_e1813 * 4.0)); float _e1820 = fbm((P_1.xz * 2.4)); float _e1827 = fbm(((P_1.xz * 0.5) + vec2(9.0))); float pud_1 = smoothstep(0.62, 0.7, _e1827); if ((variant < 1.0)) { float _e1840 = _group_0_binding_0_fs.misc.w; albedo = mix(base, (vec3(0.6, 0.58, 0.54) * _e1840), 0.65); float seam_2 = smoothstep(0.03, 0.0, (abs((fract((P_1.x / 3.0)) - 0.5)) - 0.48)); vec3 _e1856 = albedo; albedo = ((_e1856 * (0.7 + (0.4 * _e1820))) * (1.0 - (0.35 * seam_2))); } else { if ((variant < 2.0)) { vec2 cell_1 = floor((P_1.xz / vec2(1.6, 2.3))); float _e1879 = hash21_((cell_1 + vec2(5.0, 1.0))); float patchK = step(0.72, _e1879); float lap_1 = smoothstep(0.025, 0.0, (abs((fract((P_1.z / 0.95)) - 0.5)) - 0.47)); float _e1906 = _group_0_binding_0_fs.misc.w; albedo = ((mix(vec3(0.2, 0.2, 0.22), vec3(0.32, 0.31, 0.3), patchK) * _e1906) * (0.85 + (0.3 * _e1820))); vec3 _e1913 = albedo; albedo = (_e1913 * (1.0 - (0.3 * lap_1))); } else { if ((variant < 3.0)) { float sx_1 = smoothstep(0.02, 0.0, (abs((fract((P_1.x / 1.8)) - 0.5)) - 0.485)); float _e1941 = fbm(((P_1.xz * vec2(0.6, 2.2)) + vec2(4.0))); float grime = smoothstep(0.45, 0.8, _e1941); float _e1952 = _group_0_binding_0_fs.misc.w; albedo = (((vec3(0.8, 0.8, 0.78) * _e1952) * (1.0 - (0.12 * sx_1))) * (1.0 - (0.3 * grime))); vec3 _e1964 = albedo; float _e1972 = _group_0_binding_0_fs.misc.w; float _e1980 = fbm(((P_1.xz * 0.5) + vec2(9.0))); albedo = mix(_e1964, (vec3(0.42, 0.36, 0.28) * _e1972), (smoothstep(0.55, 0.62, _e1980) * 0.5)); } else { float rib = smoothstep(0.06, 0.0, (abs((fract((P_1.x / 0.5)) - 0.5)) - 0.44)); float fade = (0.85 + (0.25 * _e1820)); albedo = ((clamp((base * 1.25), vec3(0.0), vec3(0.85)) * fade) * (1.0 + (0.35 * rib))); gloss = 0.45; } } } float _e2022 = _group_0_binding_0_fs.params.x; wet = ((pud_1 * 0.8) * _e2022); float _e2024 = gloss; gloss = max(_e2024, pud_1); } else { if ((mat == 4)) { vec3 _e2028 = albedo; emissive = (_e2028 * 4.0); } else { if ((mat == 5)) { float _e2043 = fbm(((P_1.xz * 3.0) + vec2((t_4 * 0.4), (-(t_4) * 0.3)))); float pulse = (0.75 + (0.25 * sin((((t_4 * 3.0) + (P_1.x * 2.0)) + P_1.z)))); float _e2070 = _group_0_binding_0_fs.params.y; emissive = (((vec3(0.1, 0.8, 1.0) * (1.2 + (_e2043 * 1.4))) * pulse) * (1.0 + _e2070)); albedo = vec3(0.04, 0.45, 0.65); } else { if ((mat == 0)) { vec3 _e2080 = albedo; float _e2090 = fbm(((P_1.xz * 1.9) + vec2((P_1.y * 1.3), P_1.y))); albedo = (_e2080 * (0.9 + (0.2 * _e2090))); } else { if ((mat == 6)) { gloss = 0.8; vec3 _e2099 = albedo; float _e2106 = fbm(((P_1.xz * 3.0) + vec2(P_1.y))); albedo = (_e2099 * (0.85 + (0.15 * _e2106))); } else { if ((mat == 14)) { vec2 suv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2123 = textureLod(_group_0_binding_3_fs, vec2(suv), 0.0); vec3 img = _e2123.xyz; vec2 cell_2 = fract((suv * vec2(220.0, 110.0))); float led = (((smoothstep(0.0, 0.18, cell_2.x) * smoothstep(1.0, 0.82, cell_2.x)) * smoothstep(0.0, 0.18, cell_2.y)) * smoothstep(1.0, 0.82, cell_2.y)); float edge_1 = (((smoothstep(0.0, 0.04, suv.x) * smoothstep(1.0, 0.96, suv.x)) * smoothstep(0.0, 0.06, suv.y)) * smoothstep(1.0, 0.94, suv.y)); float flick_1 = (0.96 + (0.04 * sin(((t_4 * 50.0) + (suv.y * 30.0))))); emissive = ((((pow(img, vec3(1.7)) * (0.5 + (0.8 * led))) * 3.2) * edge_1) * flick_1); albedo = vec3(0.02, 0.02, 0.03); gloss = 1.0; } else { if ((mat == 18)) { vec2 buv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2207 = textureLod(_group_0_binding_6_fs, vec2(buv), 0.0); vec3 img_1 = _e2207.xyz; albedo = ((img_1 * 0.9) + vec3(0.01)); emissive = (pow(img_1, vec3(1.3)) * 5.0); gloss = 0.55; } else { if ((mat == 15)) { vec2 q_2 = i_11.uv; float r = length(q_2); float _e2229 = _group_0_binding_1_fs.offset.w; float _e2235 = _group_0_binding_1_fs.offset.w; float _e2238 = fbm(((q_2 * 2.6) + vec2((_e2229 * 1.7), _e2235))); float edge_2 = (0.62 + (0.42 * _e2238)); if ((r > edge_2)) { discard; } float soot = pow(smoothstep(edge_2, (edge_2 * 0.15), r), 0.8); float _e2260 = _group_0_binding_1_fs.offset.w; float _e2263 = fbm((vec2((atan(q_2.y, q_2.x) * 3.0), (r * 4.0)) + vec2(_e2260))); float streaks = (0.75 + (0.25 * _e2263)); float ang = atan(q_2.y, q_2.x); float _e2279 = _group_0_binding_1_fs.offset.w; float crack_1 = (1.0 - smoothstep(0.0, 0.05, (abs(sin((((ang * 5.0) + (_e2238 * 7.0)) + _e2279))) * (0.35 + r)))); float _e2306 = _group_0_binding_1_fs.tint.x; albedo = (mix(vec3(0.19, 0.18, 0.17), vec3(0.015, 0.013, 0.012), (soot * streaks)) * (1.0 - (((crack_1 * 0.85) * _e2306) * smoothstep(0.1, 0.4, r)))); gloss = 0.0; wet = 0.0; } else { if ((mat == 16)) { su = i_11.uv.x; vec3 _e2322 = N_1; if ((dot(_e2322, V) < 0.0)) { float _e2326 = su; float _e2336 = su; su = ((((2.0 * floor((_e2326 * 2.0))) * 0.5) + 0.49804688) - _e2336); } float _e2340 = su; vec4 _e2350 = textureLod(_group_0_binding_5_fs, vec2(clamp(vec2(_e2340, i_11.uv.y), vec2(0.0), vec2(1.0))), 0.0); vec3 img_2 = _e2350.xyz; float _e2360 = _group_0_binding_0_fs.misc.x; emissive = ((pow(img_2, vec3(1.5)) * 3.4) * (0.35 + (0.65 * _e2360))); albedo = vec3(0.03, 0.03, 0.035); gloss = 0.8; } else { if ((mat == 17)) { albedo = vec3(0.018, 0.022, 0.03); gloss = 1.0; wet = 0.7; float st = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float band_1 = (smoothstep(0.0, 0.06, st) * smoothstep(0.34, 0.2, st)); envK = (0.55 + (1.9 * band_1)); } else { if ((mat == 19)) { vec3 lq = i_11.lp.xyz; int ty_1 = int(roundEven(i_11.uv.x)); bool wr = (i_11.uv.y > 9.5); bool burnt = (i_11.uv.y > 19.5); float kr = (i_11.uv.y - (burnt ? 20.0 : (wr ? 10.0 : 0.0))); vec4 T = tz[min(max(ty_1, 0), 4)]; vec4 Dz = td[min(max(ty_1, 0), 4)]; bool side = (abs(i_11.lp.w) > 0.45); bool top = (kr > 4.5); float ax_2 = abs(lq.x); if (side) { float inDoor = (step(0.36, lq.y) * step(lq.y, (Dz.w - 0.02))); float _e2513 = seam; float _e2520 = aaBand(lq.z, (Dz.x - 0.024), (Dz.x + 0.024), fwL.z); seam = max(_e2513, (_e2520 * inDoor)); float _e2523 = seam; float _e2530 = aaBand(lq.z, (Dz.y - 0.024), (Dz.y + 0.024), fwL.z); seam = max(_e2523, (_e2530 * inDoor)); float _e2533 = seam; float _e2540 = aaBand(lq.z, (Dz.z - 0.024), (Dz.z + 0.024), fwL.z); seam = max(_e2533, (((_e2540 * inDoor) * step(abs((Dz.z - Dz.y)), 2.0)) * step(0.05, abs((Dz.z - Dz.y))))); float _e2565 = aaBand(lq.y, (Dz.w - 0.16), (Dz.w - 0.1), fwL.y); float _e2566 = seam; float _e2575 = aaBand(lq.z, (Dz.y - 0.32), (Dz.y - 0.12), fwL.z); float _e2584 = aaBand(lq.z, (Dz.z - 0.32), (Dz.z - 0.12), fwL.z); seam = max(_e2566, ((_e2565 * (_e2575 + (_e2584 * step(0.05, abs((Dz.z - Dz.y)))))) * 0.8)); } if (top) { local_11 = (kr < 7.5); } else { local_11 = false; } bool _e2602 = local_11; if (_e2602) { float hood = (step((T.x + 0.2), lq.z) * step(lq.z, (Dz.x - 0.08))); float _e2614 = seam; float _e2620 = aaBand(ax_2, (0.66 - 0.024), (0.66 + 0.024), fwL.x); seam = max(_e2614, (_e2620 * hood)); float _e2623 = seam; float _e2634 = aaBand(lq.z, ((T.x + 0.2) - 0.024), ((T.x + 0.2) + 0.024), fwL.z); seam = max(_e2623, (_e2634 * step(ax_2, 0.66))); if ((ty_1 == 0)) { float deck = (step(1.42, lq.z) * step(lq.z, (T.y - 0.12))); float _e2650 = seam; float _e2656 = aaBand(ax_2, (0.68 - 0.024), (0.68 + 0.024), fwL.x); seam = max(_e2650, (_e2656 * deck)); float _e2659 = seam; float _e2666 = aaBand(lq.z, (1.42 - 0.024), (1.42 + 0.024), fwL.z); seam = max(_e2659, (_e2666 * step(ax_2, 0.68))); } } if ((kr > 7.5)) { float _e2673 = seam; float _e2677 = aaBand(ax_2, 0.53, 0.6, fwL.x); seam = max(_e2673, (_e2677 * 0.8)); } vec3 _e2681 = albedo; float _e2682 = seam; albedo = (_e2681 * (1.0 - (0.93 * _e2682))); float _e2688 = envK; float _e2689 = seam; envK = (_e2688 * (1.0 - (0.9 * _e2689))); float _e2695 = seam; specK = (1.0 - (0.9 * _e2695)); if (side) { float dF = length(vec2((lq.z - T.z), (lq.y - 0.35))); float dR = length(vec2((lq.z - T.w), (lq.y - 0.35))); float dA = min(dF, dR); vec3 _e2717 = albedo; float _e2731 = aaBand(dA, 0.46, 0.5, (fwL.z + fwL.y)); albedo = ((_e2717 * (1.0 - (0.5 * smoothstep(0.78, 0.46, dA)))) * (1.0 - (0.5 * _e2731))); } float _e2748 = noise(vec2((lq.z * 3.1), ((lq.y * 9.0) + (lq.x * 2.0)))); float grime_1 = ((smoothstep(0.78, 0.32, lq.y) * (0.45 + (0.55 * _e2748))) * (wr ? 0.6 : 0.38)); vec3 _e2762 = albedo; vec3 _e2763 = albedo; albedo = mix(_e2762, ((_e2763 * 0.55) + vec3(0.05, 0.045, 0.035)), grime_1); if (top) { vec3 _e2772 = albedo; float _e2778 = noise((lq.xz * vec2(6.0, 2.5))); albedo = (_e2772 * (0.94 + (0.08 * _e2778))); } float _e2787 = aaBand(ax_2, 0.4, 0.78, fwL.x); float lens = ((_e2787 * step(0.5, lq.y)) * (burnt ? 0.0 : 1.0)); float fL = (lens * (1.0 - smoothstep((T.x + 0.16), (T.x + 0.2), lq.z))); float rL = (lens * smoothstep((T.y - 0.2), (T.y - 0.16), lq.z)); if (((fL + rL) > 0.0)) { float _e2822 = aaBand(ax_2, 0.43, 0.75, fwL.x); float rim_1 = (1.0 - _e2822); vec3 _e2825 = albedo; albedo = mix(_e2825, mix(vec3(0.78, 0.8, 0.82), vec3(0.95), rim_1), fL); vec3 _e2834 = albedo; albedo = mix(_e2834, mix(vec3(0.5, 0.025, 0.035), (vec3(0.9, 0.5, 0.2) * step(0.63, ax_2)), (rim_1 * 0.5)), rL); emissive = ((vec3(1.0, 0.06, 0.05) * rL) * (wr ? 0.0 : 0.9)); gloss = 1.0; } if (burnt) { float _e2869 = _group_0_binding_1_fs.offset.w; float _e2872 = fbm(((lq.xz * 2.2) + vec2((lq.y * 3.0), _e2869))); float rust_1 = smoothstep(0.45, 0.7, _e2872); float _e2884 = fbm(((lq.zy * vec2(1.6, 3.0)) + vec2(7.0))); float soot_1 = clamp((smoothstep(0.35, 0.65, _e2884) + (smoothstep(-0.6, -1.6, lq.z) * 0.6)), 0.0, 1.0); vec3 _e2898 = albedo; albedo = mix(_e2898, (vec3(0.2, 0.09, 0.04) * (0.7 + (0.6 * _e2872))), (rust_1 * 0.7)); vec3 _e2911 = albedo; albedo = mix(_e2911, vec3(0.018, 0.016, 0.015), (soot_1 * 0.75)); } float _e2919 = gloss; gloss = max(_e2919, (burnt ? 0.05 : (wr ? 0.35 : 0.82))); } else { if ((mat == 20)) { vec3 paint = albedo; bool sideW = (abs(i_11.lp.w) > 0.45); float fu_1 = fwUV.x; float fv_1 = fwUV.y; float pw = (sideW ? 0.045 : 0.07); float _e2943 = aaBand(i_11.uv.x, pw, (1.0 - pw), fu_1); float _e2950 = aaBand(i_11.uv.y, 0.07, (sideW ? 0.9 : 0.93), fv_1); frame = (1.0 - (_e2943 * _e2950)); if (sideW) { float _e2955 = frame; float _e2960 = aaBand(i_11.uv.x, 0.47, 0.53, fu_1); frame = max(_e2955, _e2960); } float _e2966 = aaBand(i_11.uv.y, 0.07, 0.12, fv_1); float _e2967 = frame; float seal = (_e2966 * (1.0 - _e2967)); float _e2975 = frame; albedo = mix(vec3(0.018, 0.022, 0.03), paint, _e2975); vec3 _e2977 = albedo; albedo = mix(_e2977, vec3(0.01), (seal * 0.8)); gloss = 1.0; float _e2984 = frame; wet = (0.7 * (1.0 - _e2984)); float _e2989 = frame; float inside = (((1.0 - _e2989) * (1.0 - smoothstep(0.2, 0.45, i_11.uv.y))) * (sideW ? 0.0 : 1.0)); vec3 _e3004 = albedo; albedo = (_e3004 + (vec3(0.035, 0.035, 0.04) * inside)); float st_1 = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float bnd = (smoothstep(0.0, 0.06, st_1) * smoothstep(0.34, 0.2, st_1)); float _e3032 = frame; float _e3040 = frame; float _e3049 = frame; envK = ((mix(0.6, 1.0, _e3032) * mix((0.7 + (2.2 * bnd)), 1.0, _e3040)) * mix(0.8, 1.35, (smoothstep(0.1, 0.9, i_11.uv.y) * (1.0 - _e3049)))); } else { if ((mat == 8)) { float _e3069 = fbm(vec2((P_1.x * 3.0), ((P_1.y * 2.0) - (t_4 * 4.0)))); emissive = (mix(vec3(1.0, 0.25, 0.02), vec3(1.0, 0.85, 0.3), _e3069) * (3.0 + (3.0 * _e3069))); } } } } } } } } } } } } } } } } } } } } } vec3 _e3084 = emissive; float _e3088 = _group_0_binding_0_fs.misc.x; emissive = (_e3084 * _e3088); vec3 _e3090 = albedo; vec3 _e3091 = albedo; float _e3101 = _group_0_binding_0_fs.misc.z; albedo = mix(_e3090, vec3(dot(_e3091, vec3(0.3, 0.55, 0.15))), _e3101); float _e3104 = N_1.y; float up = ((_e3104 * 0.5) + 0.5); vec4 _e3111 = _group_0_binding_0_fs.moon; vec3 sunL = normalize(_e3111.xyz); vec3 _e3114 = N_1; float ndl_1 = max(dot(_e3114, sunL), 0.0); vec3 _e3118 = N_1; float _e3119 = sunShadow(P_1, _e3118, ndl_1); vec4 _e3126 = _group_0_binding_0_fs.sunCol; float _e3131 = _group_0_binding_0_fs.moon.w; vec4 _e3137 = _group_0_binding_0_fs.ambient; vec3 bounce = (vec3(0.5, 0.42, 0.34) * (((_e3126.xyz * _e3131) * 0.09) + vec3((length(_e3137.xyz) * 0.3)))); float _e3148 = N_1.y; if ((_e3148 < 0.5)) { ao = mix(0.5, 1.0, smoothstep(0.0, 1.8, P_1.y)); } float _e3161 = N_1.y; if ((_e3161 < 0.5)) { sky = mix(0.32, 1.0, smoothstep(0.0, 16.0, P_1.y)); } else { if ((P_1.y < 0.4)) { float _e3177 = wideAt(P_1.z); sky = mix(0.5, 1.0, smoothstep(8.2, 3.5, (abs(P_1.x) - _e3177))); } } vec4 _e3187 = _group_0_binding_0_fs.ambient; float _e3190 = sky; float _e3199 = ao; light = (((((_e3187.xyz * up) * _e3190) + (bounce * (1.0 - up))) + (bounce * 0.3)) * _e3199); vec3 _e3202 = light; vec4 _e3205 = _group_0_binding_0_fs.sunCol; float _e3210 = _group_0_binding_0_fs.moon.w; light = (_e3202 + (((_e3205.xyz * _e3210) * ndl_1) * _e3119)); float _e3215 = wet; float _e3216 = gloss; float rough = mix(0.7, 0.14, clamp((_e3215 + (_e3216 * 0.5)), 0.0, 1.0)); float a2_ = (((rough * rough) * rough) * rough); float _e3229 = wet; float _e3230 = gloss; float f0_ = (0.03 + (0.45 * clamp((_e3229 + (_e3230 * 0.35)), 0.0, 1.0))); { vec3 H = normalize((sunL + V)); vec3 _e3246 = N_1; float nh = max(dot(_e3246, H), 0.0); float dn = (((nh * nh) * (a2_ - 1.0)) + 1.0); float D = min((a2_ / ((3.14159 * dn) * dn)), 40.0); vec3 _e3262 = spec; vec4 _e3265 = _group_0_binding_0_fs.sunCol; float _e3270 = _group_0_binding_0_fs.moon.w; spec = (_e3262 + (((((_e3265.xyz * _e3270) * D) * ndl_1) * _e3119) * f0_)); } float _e3280 = _group_0_binding_0_fs.ambient.w; int n_5 = int(_e3280); float _e3285 = reflK; if ((_e3285 > 0.01)) { float _e3291 = N_1.y; local_12 = (_e3291 > 0.6); } else { local_12 = false; } bool doRefl = local_12; vec4 _e3298 = _group_0_binding_0_fs.camPos; vec3 camF = _e3298.xyz; float rip = ((sin((((P_1.x * 9.0) + (t_4 * 2.3)) + (sin((P_1.z * 3.1)) * 2.0))) * 0.5) + (sin(((P_1.z * 11.0) - (t_4 * 1.7))) * 0.5)); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e3666 = k; k = (_e3666 + 1); } loop_init_2 = false; int _e3328 = k; if ((_e3328 < MAX_LIGHTS)) { } else { break; } { int _e3331 = k; if ((_e3331 >= n_5)) { break; } float _e3336 = _group_0_binding_1_fs.lm.x; float _e3340 = _group_0_binding_1_fs.lm.y; int _e3341 = k; uint mw = uint(((_e3341 >= 20) ? _e3340 : _e3336)); int _e3346 = k; if ((((mw >> uint((_e3346 % 20))) & 1u) == 0u)) { continue; } int _e3357 = k; Light L = _group_0_binding_0_fs.lights[_e3357]; vec3 d = (L.posR.xyz - P_1); float dist = length(d); float r_1 = L.posR.w; if ((L.col.w > 7.5)) { float dxz = length((P_1.xz - L.posR.xz)); float rc_2 = ((L.posR.w * max((L.posR.y - P_1.y), 0.0)) / L.posR.y); float cone = (smoothstep((rc_2 * 1.02), (rc_2 * 0.84), dxz) * (0.7 + (0.3 * smoothstep((rc_2 * 0.8), 0.0, dxz)))); vec3 sdir = normalize((L.posR.xyz - P_1)); vec3 _e3405 = N_1; float lam = max(dot(_e3405, sdir), 0.0); vec3 _e3409 = light; light = (_e3409 + (((L.col.xyz * cone) * (0.35 + (0.65 * lam))) * 1.7)); vec3 Hs = normalize((sdir + V)); vec3 _e3423 = N_1; float nhs = max(dot(_e3423, Hs), 0.0); float dns = (((nhs * nhs) * (a2_ - 1.0)) + 1.0); vec3 _e3433 = spec; spec = (_e3433 + (((((L.col.xyz * cone) * min((a2_ / ((3.14159 * dns) * dns)), 40.0)) * lam) * f0_) * 0.8)); continue; } if (doRefl) { local_13 = (L.posR.y > 0.25); } else { local_13 = false; } bool _e3456 = local_13; if (_e3456) { float ly = L.posR.y; float tm = (camF.y / (camF.y + ly)); vec2 M = (camF.xz + ((L.posR.xz - camF.xz) * tm)); vec2 toCam = (camF.xz - M); vec2 ax_3 = (toCam / vec2(max(length(toCam), 0.001))); vec2 dp = (P_1.xz - M); float along = dot(dp, ax_3); float len = (1.5 + (ly * 2.1)); if ((along > -1.0)) { local_14 = (along < len); } else { local_14 = false; } bool _e3490 = local_14; if (_e3490) { float _e3498 = reflW; float across = (dot(dp, vec2(-(ax_3.y), ax_3.x)) + ((rip * 0.07) * _e3498)); float _e3505 = reflW; float wdt = (((0.1 + (ly * 0.035)) * _e3505) * (1.0 + ((0.6 * max(along, 0.0)) / len))); float ac = exp((-((across * across)) / (wdt * wdt))); float al = (smoothstep(-1.0, -0.2, along) * (1.0 - smoothstep((len * 0.25), len, along))); float br = (0.6 + (0.4 * sin((((along * 7.0) - (t_4 * 3.0)) + (P_1.x * 3.0))))); vec3 lc_1 = (L.col.xyz / vec3(max(1.0, (max(L.col.x, max(L.col.y, L.col.z)) * 0.5)))); vec3 _e3559 = refl; float _e3573 = reflW; refl = (_e3559 + (((((lc_1 * ac) * al) * br) * min(1.0, (3.0 / (1.0 + ((0.04 * ly) * ly))))) / vec3(_e3573))); } } if ((dist > r_1)) { continue; } vec3 ldir = (d / vec3(max(dist, 0.001))); float wn = clamp((1.0 - pow((dist / r_1), 4.0)), 0.0, 1.0); float att = ((wn * wn) / (1.0 + ((dist * dist) * 0.3))); vec3 _e3597 = N_1; float lam_1 = max(dot(_e3597, ldir), 0.0); if ((L.col.w > 0.5)) { local_15 = (L.col.w < 1.5); } else { local_15 = false; } bool isDyn = local_15; float diff = (isDyn ? (0.7 + (0.3 * lam_1)) : lam_1); vec3 _e3618 = light; if (!(isDyn)) { local_16 = (L.col.w > 1.5); } else { local_16 = true; } bool _e3631 = local_16; light = (_e3618 + (((L.col.xyz * att) * diff) * (_e3631 ? 3.6 : 2.4))); vec3 H_1 = normalize((ldir + V)); vec3 _e3639 = N_1; float nh_1 = max(dot(_e3639, H_1), 0.0); float dn_1 = (((nh_1 * nh_1) * (a2_ - 1.0)) + 1.0); float D_1 = min((a2_ / ((3.14159 * dn_1) * dn_1)), 40.0); vec3 _e3655 = spec; spec = (_e3655 + (((((L.col.xyz * D_1) * att) * lam_1) * f0_) * 2.0)); } } if (!((mat == 6))) { local_17 = (mat == 17); } else { local_17 = true; } bool _e3676 = local_17; if (!(_e3676)) { local_18 = (mat == 19); } else { local_18 = true; } bool _e3683 = local_18; if (!(_e3683)) { local_19 = (mat == 20); } else { local_19 = true; } bool _e3690 = local_19; if (_e3690) { vec3 _e3692 = N_1; vec3 R_1 = reflect(-(V), _e3692); vec3 _e3694 = N_1; float ndv = max(dot(_e3694, V), 0.0); if (!((mat == 17))) { local_20 = (mat == 20); } else { local_20 = true; } bool _e3706 = local_20; float c0_ = (_e3706 ? 0.09 : 0.06); float fres = (c0_ + ((1.0 - c0_) * pow((1.0 - ndv), 5.0))); vec4 _e3720 = _group_0_binding_0_fs.ambient; vec3 zen = (_e3720.xyz * 0.9); vec4 _e3726 = _group_0_binding_0_fs.fog; vec4 _e3732 = _group_0_binding_0_fs.sunCol; float _e3737 = _group_0_binding_0_fs.moon.w; vec3 hor = (((_e3726.xyz * 1.2) + ((_e3732.xyz * _e3737) * 0.12)) * 1.8); vec3 skyR = (mix(zen, hor, smoothstep(0.6, 0.08, R_1.y)) * smoothstep(-0.35, 0.0, R_1.y)); vec3 _e3754 = spec; float _e3756 = sky; float _e3761 = ao; float _e3763 = envK; spec = (_e3754 + ((((skyR * fres) * mix(0.55, 1.0, _e3756)) * _e3761) * _e3763)); if ((mat == 19)) { local_21 = (i_11.uv.y < 19.5); } else { local_21 = false; } bool _e3775 = local_21; if (_e3775) { vec3 Hc = normalize((sunL + V)); vec3 _e3778 = N_1; float gl = pow(max(dot(_e3778, Hc), 0.0), 220.0); vec3 _e3784 = spec; vec4 _e3787 = _group_0_binding_0_fs.sunCol; float _e3792 = _group_0_binding_0_fs.moon.w; spec = (_e3784 + (((((_e3787.xyz * _e3792) * gl) * ndl_1) * _e3119) * 0.9)); } } vec3 _e3800 = albedo; vec3 _e3801 = light; vec3 _e3803 = emissive; vec3 _e3805 = spec; float _e3806 = specK; vec3 _e3809 = refl; float _e3810 = reflK; col_1 = ((((_e3800 * _e3801) + _e3803) + (_e3805 * _e3806)) + ((_e3809 * _e3810) * 0.8)); vec3 _e3816 = col_1; vec3 _e3817 = albedo; float _e3826 = _group_0_binding_0_fs.params.z; col_1 = (_e3816 + (((_e3817 * vec3(1.0, 0.9, 0.75)) * _e3826) * 0.45)); vec4 _e3833 = _group_0_binding_0_fs.camPos; float dist_1 = length((_e3833.xyz - P_1)); float _e3840 = _group_0_binding_0_fs.fog.w; float fogF = (1.0 - exp((-(_e3840) * max((dist_1 - 22.0), 0.0)))); float _e3853 = _group_0_binding_0_fs.misc.w; float mistK = ((_e3853 > 0.99) ? 0.0 : 1.0); float _e3874 = noise(((P_1.xz * 0.15) + vec2((t_4 * 0.05), 0.0))); float mist = (((smoothstep(1.4, 0.0, P_1.y) * 0.25) * mistK) * (0.6 + (0.4 * _e3874))); vec3 _e3880 = col_1; vec4 _e3883 = _group_0_binding_0_fs.fog; col_1 = mix(_e3880, _e3883.xyz, clamp((fogF + (mist * 0.5)), 0.0, 0.92)); vec3 _e3894 = col_1; o_3.color = vec4(_e3894, 1.0); vec3 vn = normalize(i_11.vnz.xyz); float vz = i_11.vnz.w; if ((P_1.y < 0.3)) { float _e3910 = N_1.y; local_22 = (_e3910 > 0.7); } else { local_22 = false; } bool _e3914 = local_22; o_3.nd = vec4(vn, (_e3914 ? -(vz) : vz)); FOut _e3917 = o_3; return _e3917; } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_fs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_3 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_3.y * 4u) + q_3.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_2 = i_13.wpos; vec3 vn_1 = normalize(i_13.vnz.xyz); float vz_1 = i_13.vnz.w; if ((P_2.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn_1, (_e19 ? -(vz_1) : vz_1)); } void main() { VOut i_3 = VOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5); bool _e1 = nearCut(i_3); if (_e1) { discard; } FOut _e2 = shadeAll(i_3); _fs2p_location0 = _e2.color; _fs2p_location1 = _e2.nd; return; } fs_colormainÍT#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Fragment { Frame _group_0_binding_0_fs; }; layout(std140) uniform Obj_block_1Fragment { Obj _group_0_binding_1_fs; }; uniform highp sampler2DShadow _group_0_binding_2_fs; uniform highp sampler2D _group_0_binding_3_fs; uniform highp sampler2D _group_0_binding_5_fs; uniform highp sampler2D _group_0_binding_6_fs; smooth in vec3 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec4 _vs2fs_location2; smooth in vec2 _vs2fs_location3; smooth in vec4 _vs2fs_location4; smooth in vec4 _vs2fs_location5; layout(location = 0) out vec4 _fs2p_location0; float wideAt(float z) { float _e4 = _group_0_binding_0_fs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_fs.wq.x; float _e14 = _group_0_binding_0_fs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_fs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_fs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 objRot(vec3 p) { float _e4 = _group_0_binding_1_fs.xf.w; float cr = cos(_e4); float _e9 = _group_0_binding_1_fs.xf.w; float sr = sin(_e9); vec3 a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); float _e26 = _group_0_binding_1_fs.xf.z; float cp = cos(_e26); float _e31 = _group_0_binding_1_fs.xf.z; float sp = sin(_e31); vec3 b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); float _e49 = _group_0_binding_1_fs.xf.x; float c = cos(_e49); float _e54 = _group_0_binding_1_fs.xf.x; float s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } vec3 objPos(vec3 p_1, vec3 n) { vec3 wp = vec3(0.0); float _e5 = _group_0_binding_1_fs.xf.y; float _e9 = _group_0_binding_1_fs.xf.y; float sc = ((_e9 == 0.0) ? 1.0 : _e5); vec3 _e15 = objRot((p_1 * sc)); vec4 _e18 = _group_0_binding_1_fs.offset; wp = (_e15 + _e18.xyz); float _e25 = _group_0_binding_1_fs.lm.z; if ((_e25 > 0.5)) { float tag = length(n); float _e30 = wp.x; bool byX = (abs(_e30) >= 4.7); bool stays = (tag > 2.5); bool slide = ((tag < 1.5) ? byX : !(stays)); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51); float ax_1 = ((tag - 3.0) * 20.0); if ((_e52 < 0.0)) { float _e60 = wp.x; float _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5, 4.7, ax_1))); } } } } vec3 _e70 = wp; return _e70; } vec3 objNrm(vec3 n_1) { vec3 _e1 = objRot(n_1); return _e1; } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_fs.camPos.w; float a_3 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_3) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_3) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float sunShadow(vec3 P, vec3 N, float ndl) { bool local_4 = false; bool local_5 = false; bool local_6 = false; float lit = 0.0; int j = -1; int i_8 = 0; float _e6 = _group_0_binding_0_fs.sunCol.w; if ((_e6 < 0.5)) { return 1.0; } mat4x4 _e12 = _group_0_binding_0_fs.sunVP; vec4 sp_1 = (_e12 * vec4((P + (N * 0.06)), 1.0)); vec2 uv_1 = vec2(((sp_1.x * 0.5) + 0.5), (0.5 - (sp_1.y * 0.5))); if (!((uv_1.x <= 0.0))) { local_4 = (uv_1.x >= 1.0); } else { local_4 = true; } bool _e40 = local_4; if (!(_e40)) { local_5 = (uv_1.y <= 0.0); } else { local_5 = true; } bool _e48 = local_5; if (!(_e48)) { local_6 = (uv_1.y >= 1.0); } else { local_6 = true; } bool _e56 = local_6; if (_e56) { return 1.0; } vec2 dim = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float bias = (0.0012 + (0.003 * (1.0 - ndl))); float _e70 = _group_0_binding_0_fs.misc.y; float R = clamp((_e70 * 0.6), 0.75, 2.0); vec2 o_4 = (vec2((R * 0.7)) / dim); float dref = (sp_1.z - bias); bool loop_init = true; while(true) { if (!loop_init) { int _e121 = j; j = (_e121 + 1); } loop_init = false; int _e86 = j; if ((_e86 <= 1)) { } else { break; } { i_8 = -1; bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e118 = i_8; i_8 = (_e118 + 1); } loop_init_1 = false; int _e91 = i_8; if ((_e91 <= 1)) { } else { break; } { int _e94 = i_8; int _e98 = j; float w_2 = float(((2 - abs(_e94)) * (2 - abs(_e98)))); float _e104 = lit; int _e107 = i_8; int _e109 = j; float _e114 = textureLod(_group_0_binding_2_fs, vec3((uv_1 + (vec2(float(_e107), float(_e109)) * o_4)), dref), 0.0); lit = (_e104 + (w_2 * _e114)); } } } } float _e123 = lit; return (_e123 / 16.0); } float kStep(int i_9) { float _e4 = _group_0_binding_0_fs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_fs.warp[j_1]; vec4 a1_ = _group_0_binding_0_fs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_fs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_fs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_fs.wq.x; float _e21 = _group_0_binding_0_fs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_4 = _group_0_binding_0_fs.warp[0]; float _e33 = _group_0_binding_0_fs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_5 = _group_0_binding_0_fs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_fs.wq.x; float _e74 = _group_0_binding_0_fs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_fs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_fs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc_1 = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_fs.wq.y; float dz_3 = ((t_2 / _e138) * sc_1); float ch = cos(hh); float sh = sin(hh); float cp_1 = cos(phi); float sp_2 = sin(phi); vec4 c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_2)), ((a0_1.w * cp_1) - (a0_1.z * sp_2))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_fs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_fs.wq.x; float _e23 = _group_0_binding_0_fs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_fs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_fs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag_1 = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_2 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } FOut shadeAll(VOut i_11) { vec3 albedo = vec3(0.0); vec3 N_1 = vec3(0.0); vec3 emissive = vec3(0.0); float wet = 0.0; float gloss = 0.0; float envK = 1.0; float reflK = 0.0; float reflW = 1.0; float specK = 1.0; float gapWet = 0.0; bool local_7 = false; bool local_8 = false; float rc = 0.0; float cw = 2.3; float x0_ = 0.22; float x1_ = 0.78; float y0_ = 0.25; float y1_ = 0.82; float pLit = 0.86; float pBoard = 0.97; float vb = 3.6; float win = 0.0; float door = 0.0; vec3 wc = vec3(0.035, 0.045, 0.07); float rc_1 = 0.0; bool local_9 = false; bool local_10 = false; float u_1 = 0.0; float v_3 = 0.0; float su = 0.0; vec4 tz[5] = vec4[5](vec4(-2.3, 2.34, -1.38, 1.36), vec4(-1.95, 1.94, -1.2, 1.18), vec4(-2.35, 2.4, -1.45, 1.5), vec4(-2.35, 2.38, -1.5, 1.55), vec4(-2.3, 2.32, -1.38, 1.4)); vec4 td[5] = vec4[5](vec4(-0.86, 0.12, 1.08, 0.93), vec4(-0.7, 0.45, 0.45, 0.93), vec4(-0.94, -0.02, 0.3, 1.06), vec4(-1.38, -0.4, 0.95, 1.34), vec4(-0.86, 0.12, 1.3, 1.02)); float seam = 0.0; bool local_11 = false; float frame = 0.0; float ao = 1.0; float sky = 1.0; vec3 light = vec3(0.0); vec3 spec = vec3(0.0); vec3 refl = vec3(0.0); bool local_12 = false; int k = 0; bool local_13 = false; bool local_14 = false; bool local_15 = false; bool local_16 = false; bool local_17 = false; bool local_18 = false; bool local_19 = false; bool local_20 = false; bool local_21 = false; vec3 col_1 = vec3(0.0); FOut o_3 = FOut(vec4(0.0), vec4(0.0)); bool local_22 = false; int mat = int(roundEven((i_11.col.w * 10.0))); vec4 _e11 = _group_0_binding_1_fs.tint; albedo = (i_11.col.xyz * _e11.xyz); N_1 = normalize(i_11.nrm); vec3 P_1 = i_11.wpos; float t_4 = _group_0_binding_0_fs.camPos.w; vec4 _e25 = _group_0_binding_0_fs.camPos; vec3 V = normalize((_e25.xyz - P_1)); vec2 dUVx = dFdx(i_11.uv); vec2 dUVy = dFdy(i_11.uv); vec2 fwUV = min((abs(dUVx) + abs(dUVy)), vec2(0.5)); vec3 _e54 = fwidth(P_1); vec3 fwP = min(_e54, vec3(0.5)); vec3 _e60 = fwidth(i_11.lp.xyz); vec3 fwL = min(_e60, vec3(0.5)); if ((mat == 1)) { float sid = roundEven(i_11.uv.x); float _e72 = fbm((P_1.xz * 1.7)); vec3 _e73 = albedo; albedo = (_e73 * (0.82 + (0.3 * _e72))); if ((sid == 1.0)) { float row = floor((P_1.z / 0.3)); float _e89 = hash21_(vec2(row, 3.0)); vec2 q_1 = vec2(((P_1.x / (0.42 + (0.1 * _e89))) + (row * 0.37)), (P_1.z / 0.3)); vec2 f_4 = (fract(q_1) - vec2(0.5)); vec2 id = floor(q_1); float _e111 = noise((P_1.xz * 6.0)); float w2_ = (_e111 * 0.08); float e = (max(abs(f_4.x), abs(f_4.y)) + w2_); float gap = smoothstep(0.42, 0.5, e); vec3 _e123 = albedo; float _e124 = hash21_(id); albedo = ((_e123 * (0.82 + (0.36 * _e124))) * (1.0 - (0.45 * gap))); vec3 _e135 = N_1; N_1 = normalize((_e135 + ((vec3(f_4.x, 0.0, f_4.y) * 0.45) * smoothstep(0.25, 0.48, e)))); gapWet = gap; } else { if ((sid == 2.0)) { vec2 c_3 = (fract((P_1.xz / vec2(3.0))) - vec2(0.5)); float joint = smoothstep(0.482, 0.497, max(abs(c_3.x), abs(c_3.y))); vec3 _e166 = albedo; float _e172 = hash21_(floor((P_1.xz / vec2(3.0)))); albedo = ((_e166 * (0.82 + (0.3 * _e172))) * (1.0 - (0.6 * joint))); float _e189 = fbm(((P_1.xz * 0.6) + vec2(3.3))); float oil = smoothstep(0.6, 0.72, _e189); vec3 _e193 = albedo; albedo = (_e193 * (1.0 - (0.45 * oil))); gapWet = joint; } } float _e202 = noise((P_1.xz * 0.9)); float _e215 = noise(((P_1.xz * 0.21) + vec2(9.0))); float crack = ((smoothstep(0.035, 0.0, abs((_e202 - 0.5))) * smoothstep(0.4, 0.7, _e215)) * ((sid == 1.0) ? 0.0 : 1.0)); vec3 _e226 = albedo; albedo = (_e226 * (1.0 - (0.5 * crack))); float _e235 = wideAt(P_1.z); float axE = (abs(P_1.x) - _e235); vec3 _e237 = albedo; albedo = (_e237 * mix(1.0, 0.62, (smoothstep(4.55, 5.0, axE) * step(axE, 5.05)))); float dash = (step(0.5, fract((P_1.z / 6.0))) * smoothstep(0.13, 0.1, abs(P_1.x))); float edge = smoothstep(0.1, 0.07, abs((axE - 4.55))); float _e272 = noise(((P_1.xz * 2.3) + vec2(1.7))); float wear = smoothstep(0.25, 0.6, _e272); vec3 _e276 = albedo; albedo = mix(_e276, vec3(0.78, 0.66, 0.32), ((((dash + edge) * wear) * 0.85) * ((sid == 1.0) ? 0.0 : 1.0))); float _e299 = fbm(((P_1.xz * 0.23) + vec2(5.1, 0.0))); float pud = smoothstep(0.52, 0.62, _e299); float _e303 = gapWet; float _e313 = _group_0_binding_0_fs.params.x; wet = (mix(0.35, 1.0, max(pud, (_e303 * 0.8))) * _e313); vec3 _e315 = albedo; albedo = (_e315 * mix(1.0, 0.45, pud)); float _e326 = _group_0_binding_0_fs.params.x; reflK = (mix(0.35, 1.0, pud) * _e326); reflW = mix(1.7, 0.6, pud); float rx = (sin((((P_1.x * 7.0) + (t_4 * 1.3)) + (sin((P_1.z * 5.3)) * 1.5))) * sin((((P_1.z * 6.1) - (t_4 * 0.9)) + (sin((P_1.x * 4.1)) * 1.2)))); float rz = (sin((((P_1.z * 7.7) - (t_4 * 1.1)) + (sin((P_1.x * 4.7)) * 1.4))) * sin((((P_1.x * 5.9) + (t_4 * 0.8)) + (sin((P_1.z * 3.7)) * 1.1)))); vec3 _e389 = N_1; N_1 = normalize((_e389 + ((vec3(rx, 0.0, rz) * 0.035) * pud))); gloss = 1.0; } else { if ((mat == 2)) { vec2 cell = abs((fract((P_1.xz / vec2(1.6))) - vec2(0.5))); float sw = (max(fwP.x, fwP.z) / 1.6); float seam_1 = (smoothstep((0.482 - sw), (0.482 + sw), max(cell.x, cell.y)) * clamp((1.0 - (sw * 25.0)), 0.0, 1.0)); float _e435 = hash21_(floor((P_1.xz / vec2(1.6)))); vec3 _e436 = albedo; albedo = ((_e436 * (0.85 + (0.25 * _e435))) * (1.0 - (0.45 * seam_1))); vec3 _e447 = albedo; float _e451 = wideAt(P_1.z); albedo = (_e447 * mix(1.0, 0.5, smoothstep(7.3, 8.2, (abs(P_1.x) - _e451)))); float _e463 = _group_0_binding_0_fs.params.x; wet = (0.25 * _e463); gloss = 0.5; float _e470 = _group_0_binding_0_fs.params.x; reflK = (0.2 * _e470); reflW = 2.0; } else { if ((mat == 3)) { float style = floor((i_11.uv.x / 1000.0)); float u_3 = (i_11.uv.x - (style * 1000.0)); float v_4 = i_11.uv.y; vec3 _e488 = albedo; float _e492 = _group_0_binding_0_fs.misc.w; albedo = (_e488 * _e492); float _e497 = _group_0_binding_1_fs.offset.w; float seed_1 = ((_e497 + (i_11.col.x * 31.0)) + (style * 7.0)); float _e511 = fbm(vec2((u_3 * 0.8), (v_4 * 2.5))); vec3 _e512 = albedo; albedo = (_e512 * (0.86 + (0.2 * _e511))); float fwm = max(fwUV.x, fwUV.y); float _e523 = hash21_(vec2(seed_1, 7.7)); if ((style != 0.0)) { float kf = clamp((1.0 - (fwm / 0.07)), 0.0, 1.0); if ((_e523 < 0.5)) { float row_1 = floor((v_4 / 0.3)); float bu = ((u_3 / 0.66) + (0.5 * (row_1 - (2.0 * floor((row_1 * 0.5)))))); vec2 id_1 = vec2(floor(bu), row_1); vec2 f_5 = vec2(fract(bu), fract((v_4 / 0.3))); float dx_2 = (min(f_5.x, (1.0 - f_5.x)) * 0.66); float dy_1 = (min(f_5.y, (1.0 - f_5.y)) * 0.3); float mort = max((1.0 - smoothstep(0.012, (0.012 + fwm), dx_2)), (1.0 - smoothstep(0.012, (0.012 + fwm), dy_1))); float _e584 = hash21_((id_1 + vec2(seed_1, 1.0))); float tone = (0.84 + (0.3 * _e584)); vec3 _e589 = albedo; vec3 b2_ = (_e589 * tone); vec3 _e591 = albedo; vec3 _e592 = albedo; albedo = mix(_e591, mix(b2_, ((_e592 * 0.55) + vec3(0.22, 0.21, 0.2)), (mort * 0.75)), kf); } else { if ((_e523 < 0.82)) { float fy = fract((v_4 / 0.24)); float _e620 = aaBand(fy, 0.9, 1.0, (fwUV.y / 0.24)); float lap = (mix(0.72, 1.0, smoothstep(0.0, 0.35, fy)) * (1.0 + (0.12 * _e620))); vec3 _e626 = albedo; albedo = (_e626 * mix(1.0, lap, kf)); } } } float band = (smoothstep(0.92, 0.97, fract(((v_4 - 3.6) / 3.1))) * step(3.6, v_4)); vec3 _e641 = albedo; albedo = (_e641 * (1.0 - (0.25 * band))); vec3 warm = vec3(1.0, 0.6, 0.28); vec3 cool = vec3(0.38, 0.62, 1.0); if ((v_4 < 3.6)) { local_7 = (style != 2.0); } else { local_7 = false; } bool _e662 = local_7; if (_e662) { local_8 = (style != 5.0); } else { local_8 = false; } bool _e668 = local_8; if (_e668) { float shopId = floor((u_3 / 4.2)); float sx = fract((u_3 / 4.2)); float wsx = (fwUV.x / 4.2); float _e680 = aaBand(sx, 0.08, 0.92, wsx); float _e684 = aaBand(v_4, 0.5, 2.9, fwUV.y); float inGlass = (_e680 * _e684); float _e688 = aaBand(sx, 0.04, 0.96, wsx); float pil = (1.0 - _e688); float _e692 = hash21_(vec2(shopId, seed_1)); float boarded = ((style == 4.0) ? step(0.45, _e692) : 0.0); float _e707 = hash21_(vec2((shopId + 3.0), seed_1)); float lit_1 = (step(((style == 4.0) ? 0.85 : 0.6), _e707) * (1.0 - boarded)); vec3 glass = vec3(0.1, 0.13, 0.17); vec3 _e716 = albedo; albedo = mix(_e716, glass, inGlass); vec3 _e718 = albedo; vec3 _e719 = albedo; albedo = mix(_e718, (_e719 * 0.6), pil); float _e726 = hash21_(vec2((shopId + 7.0), seed_1)); vec3 shopCol = mix(warm, cool, step(0.75, _e726)); vec3 _e731 = N_1; vec3 Tn = cross(_e731, vec3(0.0, 1.0, 0.0)); vec3 _e741 = N_1; vec3 rd = vec3(dot(-(V), Tn), -(V.y), dot(V, _e741)); vec4 _e750 = room(vec2((sx * 4.2), v_4), rd, 4.2, 3.4, 4.0); rc = _e750.x; if ((_e750.w == 0.0)) { float _e756 = rc; rc = ((_e756 * (0.7 + (0.3 * step(0.5, fract((_e750.z * 7.0)))))) * (1.0 - (0.5 * step((_e750.y * 4.2), 0.4)))); } if ((_e750.w == 3.0)) { float _e781 = rc; rc = (_e781 + ((step(0.45, _e750.y) * step(_e750.y, 0.55)) * 1.5)); } vec3 _e792 = emissive; float _e798 = rc; emissive = (_e792 + (((((inGlass * lit_1) * shopCol) * 1.45) * 1.0) * _e798)); float _e810 = noise(vec2((u_3 * 3.0), (v_4 * 9.0))); vec3 ply = (vec3(0.36, 0.27, 0.17) * (0.8 + (0.3 * _e810))); vec3 _e816 = albedo; albedo = mix(_e816, ply, (inGlass * boarded)); vec3 _e819 = albedo; albedo = (_e819 * (1.0 - ((0.35 * smoothstep(3.0, 3.3, v_4)) * step(v_4, 3.6)))); gloss = ((inGlass * 0.7) * (1.0 - boarded)); } else { if ((style == 0.0)) { cw = 1.55; x0_ = 0.1; x1_ = 0.9; y0_ = 0.18; y1_ = 0.86; pLit = 0.72; } if ((style == 2.0)) { cw = 2.0; x0_ = 0.3; x1_ = 0.7; y0_ = 0.12; y1_ = 0.86; pLit = 0.8; vb = 0.6; } if ((style == 4.0)) { pLit = 0.95; pBoard = 0.5; } if ((style == 5.0)) { cw = 3.2; x0_ = 0.1; x1_ = 0.42; y0_ = 0.05; y1_ = 0.72; pLit = 0.55; vb = 0.0; } float ch_1 = ((style == 5.0) ? 2.95 : 3.1); float _e887 = cw; float cx = floor((u_3 / _e887)); float _e890 = vb; float cy = floor(((v_4 - _e890) / ch_1)); float _e894 = cw; float fx = fract((u_3 / _e894)); float _e897 = vb; float fy_1 = fract(((v_4 - _e897) / ch_1)); float _e902 = cw; float wx = (fwUV.x / _e902); float wy = (fwUV.y / ch_1); float _e906 = vb; float _e909 = vb; float above = smoothstep((_e906 - fwUV.y), (_e909 + fwUV.y), v_4); float _e913 = x0_; float _e914 = x1_; float _e915 = aaBand(fx, _e913, _e914, wx); float _e916 = y0_; float _e917 = y1_; float _e918 = aaBand(fy_1, _e916, _e917, wy); win = ((_e915 * _e918) * above); float _e922 = x0_; float _e925 = x1_; float _e928 = aaBand(fx, (_e922 - 0.05), (_e925 + 0.05), wx); float _e929 = y0_; float _e932 = y1_; float _e935 = aaBand(fy_1, (_e929 - 0.05), (_e932 + 0.04), wy); float _e938 = win; float frame_1 = max((((_e928 * _e935) * above) - _e938), 0.0); float _e942 = x0_; float _e945 = x1_; float _e948 = aaBand(fx, (_e942 - 0.06), (_e945 + 0.06), wx); float _e949 = y0_; float _e952 = y0_; float _e955 = aaBand(fy_1, (_e949 - 0.085), (_e952 - 0.05), wy); float sill = (((_e948 * _e955) * above) * step(style, 4.5)); if ((style == 0.0)) { float _e963 = win; float _e966 = aaBand(fx, 0.47, 0.53, wx); win = (_e963 * (1.0 - _e966)); } if ((style == 5.0)) { float _e985 = vb; door = ((((step(0.52, fx) * step(fx, 0.78)) * step(0.0, fy_1)) * step(fy_1, 0.8)) * step(_e985, v_4)); } float _e993 = hash21_(vec2((cx + (seed_1 * 3.0)), (cy + seed_1))); float _e999 = pBoard; if ((_e993 > _e999)) { wc = vec3(0.33, 0.24, 0.15); } else { float _e1005 = pLit; if ((_e993 > _e1005)) { vec3 _e1007 = N_1; vec3 Tn_1 = cross(_e1007, vec3(0.0, 1.0, 0.0)); vec3 _e1017 = N_1; vec3 rd_1 = vec3(dot(-(V), Tn_1), -(V.y), dot(V, _e1017)); float _e1020 = cw; float _e1024 = cw; vec4 _e1026 = room(vec2((fx * _e1020), (fy_1 * ch_1)), rd_1, _e1024, ch_1, 2.8); rc_1 = _e1026.x; float _e1033 = hash21_(vec2((cx + 9.0), (cy + seed_1))); if ((_e1026.w == 0.0)) { float _e1037 = rc_1; rc_1 = (_e1037 * (1.0 - (((0.75 * step(_e1026.z, 0.32)) * step((_e1033 * 0.5), _e1026.y)) * step(_e1026.y, (0.5 + (_e1033 * 0.4)))))); float _e1058 = rc_1; rc_1 = (_e1058 * (1.0 - ((((0.4 * step(0.55, _e1026.z)) * step(_e1026.z, 0.75)) * step(0.35, _e1026.y)) * step(_e1026.y, 0.6)))); } float _e1079 = pLit; float _e1080 = pLit; bool isTv = (_e993 > (_e1079 + ((1.0 - _e1080) * 0.75))); float tv = (0.6 + ((0.4 * sin(((t_4 * 9.0) + (_e993 * 90.0)))) * sin(((t_4 * 3.1) + (_e993 * 13.0))))); vec3 lc = (isTv ? (cool * tv) : ((warm * 1.3) * (0.92 + (0.08 * sin(((t_4 * 0.7) + (_e993 * 40.0))))))); float _e1129 = x0_; float _e1131 = x1_; float curtain = (step(0.6, _e1033) * ((smoothstep(0.32, 0.3, abs((fx - 0.5))) * 0.0) + (1.0 - smoothstep(0.0, 0.16, min((fx - _e1129), (_e1131 - fx)))))); vec3 _e1141 = emissive; float _e1142 = win; float _e1144 = rc_1; emissive = (_e1141 + ((_e1142 * lc) * mix(_e1144, 0.55, (curtain * 0.8)))); wc = (lc * 0.15); } else { vec3 _e1153 = N_1; vec3 Tn_2 = cross(_e1153, vec3(0.0, 1.0, 0.0)); vec3 _e1163 = N_1; vec3 rd_2 = vec3(dot(-(V), Tn_2), -(V.y), dot(V, _e1163)); float _e1166 = cw; float _e1170 = cw; vec4 _e1172 = room(vec2((fx * _e1166), (fy_1 * ch_1)), rd_2, _e1170, ch_1, 2.8); vec3 refl_1 = mix(vec3(0.22, 0.3, 0.42), vec3(0.95, 0.72, 0.5), smoothstep(0.55, 0.95, (fy_1 + (_e1172.x * 0.2)))); float _e1202 = _group_0_binding_0_fs.misc.x; wc = mix((vec3(0.03, 0.04, 0.06) * (0.6 + (0.8 * _e1172.x))), refl_1, (((0.55 * _e1202) * 0.0) + 0.5)); } } float _e1210 = y1_; float _e1213 = y1_; float _e1219 = x0_; float _e1222 = x0_; float recess = ((1.0 - (0.55 * smoothstep((_e1210 - 0.22), _e1213, fy_1))) * (1.0 - (0.3 * smoothstep((_e1219 + 0.12), _e1222, fx)))); vec3 _e1229 = albedo; vec3 _e1230 = wc; float _e1234 = win; albedo = mix(_e1229, ((_e1230 * 0.5) * recess), _e1234); vec3 _e1236 = albedo; vec3 _e1237 = albedo; albedo = mix(_e1236, (_e1237 * 1.4), frame_1); vec3 _e1241 = albedo; albedo = mix(_e1241, vec3(0.74, 0.7, 0.62), (sill * 0.85)); vec3 _e1249 = albedo; float _e1254 = door; albedo = mix(_e1249, vec3(0.08, 0.06, 0.05), _e1254); if ((style == 5.0)) { vec3 _e1258 = emissive; float _e1259 = door; emissive = (_e1258 + ((((_e1259 * step(0.68, fy_1)) * step(fy_1, 0.76)) * vec3(1.0, 0.75, 0.35)) * 1.2)); } float _e1274 = win; gloss = (_e1274 * 0.75); } if (!((style == 4.0))) { local_9 = (style == 1.0); } else { local_9 = true; } bool _e1285 = local_9; if (!(_e1285)) { local_10 = (style == 3.0); } else { local_10 = true; } bool _e1292 = local_10; if (_e1292) { vec4 _e1293 = graffiti(u_3, v_4, seed_1); vec3 _e1294 = albedo; albedo = mix(_e1294, (_e1293.xyz * 0.55), _e1293.w); } vec3 _e1300 = albedo; albedo = (_e1300 * mix(0.55, 1.0, smoothstep(0.0, 4.0, v_4))); float _e1318 = fbm((vec2((u_3 * 0.13), (v_4 * 0.21)) + vec2((seed_1 * 1.3), 4.0))); float patchT = (0.86 + (0.28 * _e1318)); float _e1331 = fbm(vec2(((u_3 * 1.1) + (seed_1 * 3.0)), (v_4 * 0.11))); float streakT = (smoothstep(0.6, 0.88, _e1331) * (0.12 + (0.12 * smoothstep(3.0, 9.0, v_4)))); float _e1352 = noise(((P_1.xz * 3.3) + vec2((P_1.y * 3.1), 0.0))); float grain = (1.0 + (((0.14 * _e1352) - 0.07) * clamp((1.0 - (fwm * 8.0)), 0.0, 1.0))); vec3 _e1367 = albedo; albedo = (((_e1367 * patchT) * (1.0 - streakT)) * grain); } else { if ((mat == 7)) { float _e1381 = noise(((P_1.xz * 2.3) + vec2(2.3))); float _e1388 = noise((P_1.xz * 14.0)); float wear_1 = (smoothstep(0.08, 0.4, _e1381) * (0.8 + (0.2 * _e1388))); vec3 _e1398 = albedo; albedo = mix(vec3(0.07, 0.07, 0.09), _e1398, wear_1); float _e1403 = _group_0_binding_0_fs.params.x; wet = (0.5 * _e1403); gloss = 0.9; } else { if ((mat == 9)) { float amber = (step(0.4, i_11.col.y) * step(i_11.col.z, 0.2)); float ph_1 = fract((t_4 * 1.6)); float dblA = (step(ph_1, 0.12) + (step(0.2, ph_1) * step(ph_1, 0.32))); float ph2_ = fract(((t_4 * 1.6) + 0.5)); float dblB = (step(ph2_, 0.12) + (step(0.2, ph2_) * step(ph2_, 0.32))); float isRed = step(i_11.col.z, i_11.col.x); float o_5 = ((amber > 0.5) ? step(fract((t_4 * 0.9)), 0.5) : ((isRed > 0.5) ? dblA : dblB)); vec3 _e1458 = albedo; emissive = (_e1458 * (0.25 + (7.0 * o_5))); vec3 _e1464 = albedo; albedo = (_e1464 * 0.3); } else { if ((mat == 10)) { u_1 = i_11.uv.x; v_3 = i_11.uv.y; if ((abs(dUVx.x) >= abs(dUVx.y))) { u_1 = (i_11.uv.x * ((dUVx.x < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.y * ((dUVy.y > 0.0) ? -1.0 : 1.0)); } else { u_1 = (i_11.uv.y * ((dUVx.y < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.x * ((dUVy.x > 0.0) ? -1.0 : 1.0)); } float _e1516 = u_1; float gx = floor((_e1516 / 0.3)); float _e1520 = v_3; float gy = floor((_e1520 / 0.45)); float _e1524 = u_1; float fu = fract((_e1524 / 0.3)); float _e1528 = v_3; float fv = fract((_e1528 / 0.45)); float _e1535 = _group_0_binding_1_fs.offset.w; float _e1538 = hash21_(vec2(gx, (gy + _e1535))); float on_1 = step(0.22, _e1538); float _e1546 = hash21_(vec2((gx + 3.0), (gy + 1.7))); float _e1552 = hash21_(vec2((gx + 9.0), (gy + 4.1))); float inBox = (((step(0.18, fu) * step(fu, 0.82)) * step(0.18, fv)) * step(fv, 0.82)); float stemL = (step(0.18, fu) * step(fu, (0.18 + 0.13))); float stemR = ((step((0.82 - 0.13), fu) * step(fu, 0.82)) * step(0.35, _e1546)); float barT = ((step((0.82 - (0.13 * 0.8)), fv) * step(fv, 0.82)) * step(0.3, _e1552)); float barM = ((step(0.46, fv) * step(fv, (0.46 + (0.13 * 0.8)))) * step(_e1552, 0.7)); float barB = ((step(0.18, fv) * step(fv, (0.18 + (0.13 * 0.8)))) * step(0.55, _e1546)); float stroke = ((on_1 * inBox) * clamp(((((stemL + stemR) + barT) + barM) + barB), 0.0, 1.0)); float _e1627 = _group_0_binding_1_fs.offset.w; float _e1630 = hash21_(vec2((gx + 11.0), (gy + _e1627))); float dead = step(0.93, _e1630); float flick = (1.0 - dead); vec3 _e1635 = albedo; emissive = (_e1635 * (0.35 + ((3.6 * stroke) * flick))); vec3 _e1642 = albedo; albedo = (_e1642 * 0.15); } else { if ((mat == 11)) { float rid = (0.72 + (0.28 * (0.5 + (0.5 * sin(((i_11.uv.x * 6.2831) / 0.32)))))); float _e1673 = fbm(vec2((i_11.uv.x * 1.3), ((i_11.uv.y * 0.25) + 3.0))); float rust = smoothstep(0.55, 0.8, _e1673); vec3 _e1677 = albedo; albedo = mix((_e1677 * rid), (vec3(0.35, 0.16, 0.08) * rid), (rust * 0.6)); float _e1694 = _group_0_binding_1_fs.offset.w; vec4 _e1697 = graffiti(i_11.uv.x, i_11.uv.y, (_e1694 + 3.0)); vec3 _e1698 = albedo; albedo = mix(_e1698, ((_e1697.xyz * 0.55) * rid), _e1697.w); gloss = 0.35; } else { if ((mat == 12)) { float _e1717 = fbm(((P_1.xz * 3.2) + vec2((P_1.y * 2.0), 0.0))); if ((P_1.y > 2.2)) { float _e1730 = noise(((P_1.xz * 2.2) + vec2((P_1.y * 1.7), 0.0))); float n1_ = (_e1730 - 0.5); float _e1742 = noise(((P_1.zx * 2.4) - vec2((P_1.y * 1.5), 0.0))); float n2_ = (_e1742 - 0.5); vec3 _e1745 = N_1; N_1 = normalize((((_e1745 * 0.9) + vec3(0.0, 0.15, 0.0)) + (vec3(n1_, 0.0, n2_) * 0.22))); float _e1770 = noise(((P_1.xz * 3.4) + vec2((P_1.y * 2.6), (P_1.y * 1.3)))); float dap = mix(0.9, 1.06, smoothstep(0.4, 0.6, _e1770)); vec3 _e1777 = albedo; albedo = (((_e1777 * dap) * (0.85 + (0.3 * smoothstep(0.3, 0.7, _e1717)))) * vec3(1.0, 1.04, 0.92)); } else { vec3 _e1792 = albedo; albedo = (_e1792 * (0.55 + (0.7 * smoothstep(0.35, 0.65, _e1717)))); } } else { if ((mat == 13)) { vec3 base = albedo; float _e1813 = hash21_(((base.xy * 97.0) + vec2((base.z * 13.0), 0.0))); float variant = floor((_e1813 * 4.0)); float _e1820 = fbm((P_1.xz * 2.4)); float _e1827 = fbm(((P_1.xz * 0.5) + vec2(9.0))); float pud_1 = smoothstep(0.62, 0.7, _e1827); if ((variant < 1.0)) { float _e1840 = _group_0_binding_0_fs.misc.w; albedo = mix(base, (vec3(0.6, 0.58, 0.54) * _e1840), 0.65); float seam_2 = smoothstep(0.03, 0.0, (abs((fract((P_1.x / 3.0)) - 0.5)) - 0.48)); vec3 _e1856 = albedo; albedo = ((_e1856 * (0.7 + (0.4 * _e1820))) * (1.0 - (0.35 * seam_2))); } else { if ((variant < 2.0)) { vec2 cell_1 = floor((P_1.xz / vec2(1.6, 2.3))); float _e1879 = hash21_((cell_1 + vec2(5.0, 1.0))); float patchK = step(0.72, _e1879); float lap_1 = smoothstep(0.025, 0.0, (abs((fract((P_1.z / 0.95)) - 0.5)) - 0.47)); float _e1906 = _group_0_binding_0_fs.misc.w; albedo = ((mix(vec3(0.2, 0.2, 0.22), vec3(0.32, 0.31, 0.3), patchK) * _e1906) * (0.85 + (0.3 * _e1820))); vec3 _e1913 = albedo; albedo = (_e1913 * (1.0 - (0.3 * lap_1))); } else { if ((variant < 3.0)) { float sx_1 = smoothstep(0.02, 0.0, (abs((fract((P_1.x / 1.8)) - 0.5)) - 0.485)); float _e1941 = fbm(((P_1.xz * vec2(0.6, 2.2)) + vec2(4.0))); float grime = smoothstep(0.45, 0.8, _e1941); float _e1952 = _group_0_binding_0_fs.misc.w; albedo = (((vec3(0.8, 0.8, 0.78) * _e1952) * (1.0 - (0.12 * sx_1))) * (1.0 - (0.3 * grime))); vec3 _e1964 = albedo; float _e1972 = _group_0_binding_0_fs.misc.w; float _e1980 = fbm(((P_1.xz * 0.5) + vec2(9.0))); albedo = mix(_e1964, (vec3(0.42, 0.36, 0.28) * _e1972), (smoothstep(0.55, 0.62, _e1980) * 0.5)); } else { float rib = smoothstep(0.06, 0.0, (abs((fract((P_1.x / 0.5)) - 0.5)) - 0.44)); float fade = (0.85 + (0.25 * _e1820)); albedo = ((clamp((base * 1.25), vec3(0.0), vec3(0.85)) * fade) * (1.0 + (0.35 * rib))); gloss = 0.45; } } } float _e2022 = _group_0_binding_0_fs.params.x; wet = ((pud_1 * 0.8) * _e2022); float _e2024 = gloss; gloss = max(_e2024, pud_1); } else { if ((mat == 4)) { vec3 _e2028 = albedo; emissive = (_e2028 * 4.0); } else { if ((mat == 5)) { float _e2043 = fbm(((P_1.xz * 3.0) + vec2((t_4 * 0.4), (-(t_4) * 0.3)))); float pulse = (0.75 + (0.25 * sin((((t_4 * 3.0) + (P_1.x * 2.0)) + P_1.z)))); float _e2070 = _group_0_binding_0_fs.params.y; emissive = (((vec3(0.1, 0.8, 1.0) * (1.2 + (_e2043 * 1.4))) * pulse) * (1.0 + _e2070)); albedo = vec3(0.04, 0.45, 0.65); } else { if ((mat == 0)) { vec3 _e2080 = albedo; float _e2090 = fbm(((P_1.xz * 1.9) + vec2((P_1.y * 1.3), P_1.y))); albedo = (_e2080 * (0.9 + (0.2 * _e2090))); } else { if ((mat == 6)) { gloss = 0.8; vec3 _e2099 = albedo; float _e2106 = fbm(((P_1.xz * 3.0) + vec2(P_1.y))); albedo = (_e2099 * (0.85 + (0.15 * _e2106))); } else { if ((mat == 14)) { vec2 suv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2123 = textureLod(_group_0_binding_3_fs, vec2(suv), 0.0); vec3 img = _e2123.xyz; vec2 cell_2 = fract((suv * vec2(220.0, 110.0))); float led = (((smoothstep(0.0, 0.18, cell_2.x) * smoothstep(1.0, 0.82, cell_2.x)) * smoothstep(0.0, 0.18, cell_2.y)) * smoothstep(1.0, 0.82, cell_2.y)); float edge_1 = (((smoothstep(0.0, 0.04, suv.x) * smoothstep(1.0, 0.96, suv.x)) * smoothstep(0.0, 0.06, suv.y)) * smoothstep(1.0, 0.94, suv.y)); float flick_1 = (0.96 + (0.04 * sin(((t_4 * 50.0) + (suv.y * 30.0))))); emissive = ((((pow(img, vec3(1.7)) * (0.5 + (0.8 * led))) * 3.2) * edge_1) * flick_1); albedo = vec3(0.02, 0.02, 0.03); gloss = 1.0; } else { if ((mat == 18)) { vec2 buv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2207 = textureLod(_group_0_binding_6_fs, vec2(buv), 0.0); vec3 img_1 = _e2207.xyz; albedo = ((img_1 * 0.9) + vec3(0.01)); emissive = (pow(img_1, vec3(1.3)) * 5.0); gloss = 0.55; } else { if ((mat == 15)) { vec2 q_2 = i_11.uv; float r = length(q_2); float _e2229 = _group_0_binding_1_fs.offset.w; float _e2235 = _group_0_binding_1_fs.offset.w; float _e2238 = fbm(((q_2 * 2.6) + vec2((_e2229 * 1.7), _e2235))); float edge_2 = (0.62 + (0.42 * _e2238)); if ((r > edge_2)) { discard; } float soot = pow(smoothstep(edge_2, (edge_2 * 0.15), r), 0.8); float _e2260 = _group_0_binding_1_fs.offset.w; float _e2263 = fbm((vec2((atan(q_2.y, q_2.x) * 3.0), (r * 4.0)) + vec2(_e2260))); float streaks = (0.75 + (0.25 * _e2263)); float ang = atan(q_2.y, q_2.x); float _e2279 = _group_0_binding_1_fs.offset.w; float crack_1 = (1.0 - smoothstep(0.0, 0.05, (abs(sin((((ang * 5.0) + (_e2238 * 7.0)) + _e2279))) * (0.35 + r)))); float _e2306 = _group_0_binding_1_fs.tint.x; albedo = (mix(vec3(0.19, 0.18, 0.17), vec3(0.015, 0.013, 0.012), (soot * streaks)) * (1.0 - (((crack_1 * 0.85) * _e2306) * smoothstep(0.1, 0.4, r)))); gloss = 0.0; wet = 0.0; } else { if ((mat == 16)) { su = i_11.uv.x; vec3 _e2322 = N_1; if ((dot(_e2322, V) < 0.0)) { float _e2326 = su; float _e2336 = su; su = ((((2.0 * floor((_e2326 * 2.0))) * 0.5) + 0.49804688) - _e2336); } float _e2340 = su; vec4 _e2350 = textureLod(_group_0_binding_5_fs, vec2(clamp(vec2(_e2340, i_11.uv.y), vec2(0.0), vec2(1.0))), 0.0); vec3 img_2 = _e2350.xyz; float _e2360 = _group_0_binding_0_fs.misc.x; emissive = ((pow(img_2, vec3(1.5)) * 3.4) * (0.35 + (0.65 * _e2360))); albedo = vec3(0.03, 0.03, 0.035); gloss = 0.8; } else { if ((mat == 17)) { albedo = vec3(0.018, 0.022, 0.03); gloss = 1.0; wet = 0.7; float st = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float band_1 = (smoothstep(0.0, 0.06, st) * smoothstep(0.34, 0.2, st)); envK = (0.55 + (1.9 * band_1)); } else { if ((mat == 19)) { vec3 lq = i_11.lp.xyz; int ty_1 = int(roundEven(i_11.uv.x)); bool wr = (i_11.uv.y > 9.5); bool burnt = (i_11.uv.y > 19.5); float kr = (i_11.uv.y - (burnt ? 20.0 : (wr ? 10.0 : 0.0))); vec4 T = tz[min(max(ty_1, 0), 4)]; vec4 Dz = td[min(max(ty_1, 0), 4)]; bool side = (abs(i_11.lp.w) > 0.45); bool top = (kr > 4.5); float ax_2 = abs(lq.x); if (side) { float inDoor = (step(0.36, lq.y) * step(lq.y, (Dz.w - 0.02))); float _e2513 = seam; float _e2520 = aaBand(lq.z, (Dz.x - 0.024), (Dz.x + 0.024), fwL.z); seam = max(_e2513, (_e2520 * inDoor)); float _e2523 = seam; float _e2530 = aaBand(lq.z, (Dz.y - 0.024), (Dz.y + 0.024), fwL.z); seam = max(_e2523, (_e2530 * inDoor)); float _e2533 = seam; float _e2540 = aaBand(lq.z, (Dz.z - 0.024), (Dz.z + 0.024), fwL.z); seam = max(_e2533, (((_e2540 * inDoor) * step(abs((Dz.z - Dz.y)), 2.0)) * step(0.05, abs((Dz.z - Dz.y))))); float _e2565 = aaBand(lq.y, (Dz.w - 0.16), (Dz.w - 0.1), fwL.y); float _e2566 = seam; float _e2575 = aaBand(lq.z, (Dz.y - 0.32), (Dz.y - 0.12), fwL.z); float _e2584 = aaBand(lq.z, (Dz.z - 0.32), (Dz.z - 0.12), fwL.z); seam = max(_e2566, ((_e2565 * (_e2575 + (_e2584 * step(0.05, abs((Dz.z - Dz.y)))))) * 0.8)); } if (top) { local_11 = (kr < 7.5); } else { local_11 = false; } bool _e2602 = local_11; if (_e2602) { float hood = (step((T.x + 0.2), lq.z) * step(lq.z, (Dz.x - 0.08))); float _e2614 = seam; float _e2620 = aaBand(ax_2, (0.66 - 0.024), (0.66 + 0.024), fwL.x); seam = max(_e2614, (_e2620 * hood)); float _e2623 = seam; float _e2634 = aaBand(lq.z, ((T.x + 0.2) - 0.024), ((T.x + 0.2) + 0.024), fwL.z); seam = max(_e2623, (_e2634 * step(ax_2, 0.66))); if ((ty_1 == 0)) { float deck = (step(1.42, lq.z) * step(lq.z, (T.y - 0.12))); float _e2650 = seam; float _e2656 = aaBand(ax_2, (0.68 - 0.024), (0.68 + 0.024), fwL.x); seam = max(_e2650, (_e2656 * deck)); float _e2659 = seam; float _e2666 = aaBand(lq.z, (1.42 - 0.024), (1.42 + 0.024), fwL.z); seam = max(_e2659, (_e2666 * step(ax_2, 0.68))); } } if ((kr > 7.5)) { float _e2673 = seam; float _e2677 = aaBand(ax_2, 0.53, 0.6, fwL.x); seam = max(_e2673, (_e2677 * 0.8)); } vec3 _e2681 = albedo; float _e2682 = seam; albedo = (_e2681 * (1.0 - (0.93 * _e2682))); float _e2688 = envK; float _e2689 = seam; envK = (_e2688 * (1.0 - (0.9 * _e2689))); float _e2695 = seam; specK = (1.0 - (0.9 * _e2695)); if (side) { float dF = length(vec2((lq.z - T.z), (lq.y - 0.35))); float dR = length(vec2((lq.z - T.w), (lq.y - 0.35))); float dA = min(dF, dR); vec3 _e2717 = albedo; float _e2731 = aaBand(dA, 0.46, 0.5, (fwL.z + fwL.y)); albedo = ((_e2717 * (1.0 - (0.5 * smoothstep(0.78, 0.46, dA)))) * (1.0 - (0.5 * _e2731))); } float _e2748 = noise(vec2((lq.z * 3.1), ((lq.y * 9.0) + (lq.x * 2.0)))); float grime_1 = ((smoothstep(0.78, 0.32, lq.y) * (0.45 + (0.55 * _e2748))) * (wr ? 0.6 : 0.38)); vec3 _e2762 = albedo; vec3 _e2763 = albedo; albedo = mix(_e2762, ((_e2763 * 0.55) + vec3(0.05, 0.045, 0.035)), grime_1); if (top) { vec3 _e2772 = albedo; float _e2778 = noise((lq.xz * vec2(6.0, 2.5))); albedo = (_e2772 * (0.94 + (0.08 * _e2778))); } float _e2787 = aaBand(ax_2, 0.4, 0.78, fwL.x); float lens = ((_e2787 * step(0.5, lq.y)) * (burnt ? 0.0 : 1.0)); float fL = (lens * (1.0 - smoothstep((T.x + 0.16), (T.x + 0.2), lq.z))); float rL = (lens * smoothstep((T.y - 0.2), (T.y - 0.16), lq.z)); if (((fL + rL) > 0.0)) { float _e2822 = aaBand(ax_2, 0.43, 0.75, fwL.x); float rim_1 = (1.0 - _e2822); vec3 _e2825 = albedo; albedo = mix(_e2825, mix(vec3(0.78, 0.8, 0.82), vec3(0.95), rim_1), fL); vec3 _e2834 = albedo; albedo = mix(_e2834, mix(vec3(0.5, 0.025, 0.035), (vec3(0.9, 0.5, 0.2) * step(0.63, ax_2)), (rim_1 * 0.5)), rL); emissive = ((vec3(1.0, 0.06, 0.05) * rL) * (wr ? 0.0 : 0.9)); gloss = 1.0; } if (burnt) { float _e2869 = _group_0_binding_1_fs.offset.w; float _e2872 = fbm(((lq.xz * 2.2) + vec2((lq.y * 3.0), _e2869))); float rust_1 = smoothstep(0.45, 0.7, _e2872); float _e2884 = fbm(((lq.zy * vec2(1.6, 3.0)) + vec2(7.0))); float soot_1 = clamp((smoothstep(0.35, 0.65, _e2884) + (smoothstep(-0.6, -1.6, lq.z) * 0.6)), 0.0, 1.0); vec3 _e2898 = albedo; albedo = mix(_e2898, (vec3(0.2, 0.09, 0.04) * (0.7 + (0.6 * _e2872))), (rust_1 * 0.7)); vec3 _e2911 = albedo; albedo = mix(_e2911, vec3(0.018, 0.016, 0.015), (soot_1 * 0.75)); } float _e2919 = gloss; gloss = max(_e2919, (burnt ? 0.05 : (wr ? 0.35 : 0.82))); } else { if ((mat == 20)) { vec3 paint = albedo; bool sideW = (abs(i_11.lp.w) > 0.45); float fu_1 = fwUV.x; float fv_1 = fwUV.y; float pw = (sideW ? 0.045 : 0.07); float _e2943 = aaBand(i_11.uv.x, pw, (1.0 - pw), fu_1); float _e2950 = aaBand(i_11.uv.y, 0.07, (sideW ? 0.9 : 0.93), fv_1); frame = (1.0 - (_e2943 * _e2950)); if (sideW) { float _e2955 = frame; float _e2960 = aaBand(i_11.uv.x, 0.47, 0.53, fu_1); frame = max(_e2955, _e2960); } float _e2966 = aaBand(i_11.uv.y, 0.07, 0.12, fv_1); float _e2967 = frame; float seal = (_e2966 * (1.0 - _e2967)); float _e2975 = frame; albedo = mix(vec3(0.018, 0.022, 0.03), paint, _e2975); vec3 _e2977 = albedo; albedo = mix(_e2977, vec3(0.01), (seal * 0.8)); gloss = 1.0; float _e2984 = frame; wet = (0.7 * (1.0 - _e2984)); float _e2989 = frame; float inside = (((1.0 - _e2989) * (1.0 - smoothstep(0.2, 0.45, i_11.uv.y))) * (sideW ? 0.0 : 1.0)); vec3 _e3004 = albedo; albedo = (_e3004 + (vec3(0.035, 0.035, 0.04) * inside)); float st_1 = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float bnd = (smoothstep(0.0, 0.06, st_1) * smoothstep(0.34, 0.2, st_1)); float _e3032 = frame; float _e3040 = frame; float _e3049 = frame; envK = ((mix(0.6, 1.0, _e3032) * mix((0.7 + (2.2 * bnd)), 1.0, _e3040)) * mix(0.8, 1.35, (smoothstep(0.1, 0.9, i_11.uv.y) * (1.0 - _e3049)))); } else { if ((mat == 8)) { float _e3069 = fbm(vec2((P_1.x * 3.0), ((P_1.y * 2.0) - (t_4 * 4.0)))); emissive = (mix(vec3(1.0, 0.25, 0.02), vec3(1.0, 0.85, 0.3), _e3069) * (3.0 + (3.0 * _e3069))); } } } } } } } } } } } } } } } } } } } } } vec3 _e3084 = emissive; float _e3088 = _group_0_binding_0_fs.misc.x; emissive = (_e3084 * _e3088); vec3 _e3090 = albedo; vec3 _e3091 = albedo; float _e3101 = _group_0_binding_0_fs.misc.z; albedo = mix(_e3090, vec3(dot(_e3091, vec3(0.3, 0.55, 0.15))), _e3101); float _e3104 = N_1.y; float up = ((_e3104 * 0.5) + 0.5); vec4 _e3111 = _group_0_binding_0_fs.moon; vec3 sunL = normalize(_e3111.xyz); vec3 _e3114 = N_1; float ndl_1 = max(dot(_e3114, sunL), 0.0); vec3 _e3118 = N_1; float _e3119 = sunShadow(P_1, _e3118, ndl_1); vec4 _e3126 = _group_0_binding_0_fs.sunCol; float _e3131 = _group_0_binding_0_fs.moon.w; vec4 _e3137 = _group_0_binding_0_fs.ambient; vec3 bounce = (vec3(0.5, 0.42, 0.34) * (((_e3126.xyz * _e3131) * 0.09) + vec3((length(_e3137.xyz) * 0.3)))); float _e3148 = N_1.y; if ((_e3148 < 0.5)) { ao = mix(0.5, 1.0, smoothstep(0.0, 1.8, P_1.y)); } float _e3161 = N_1.y; if ((_e3161 < 0.5)) { sky = mix(0.32, 1.0, smoothstep(0.0, 16.0, P_1.y)); } else { if ((P_1.y < 0.4)) { float _e3177 = wideAt(P_1.z); sky = mix(0.5, 1.0, smoothstep(8.2, 3.5, (abs(P_1.x) - _e3177))); } } vec4 _e3187 = _group_0_binding_0_fs.ambient; float _e3190 = sky; float _e3199 = ao; light = (((((_e3187.xyz * up) * _e3190) + (bounce * (1.0 - up))) + (bounce * 0.3)) * _e3199); vec3 _e3202 = light; vec4 _e3205 = _group_0_binding_0_fs.sunCol; float _e3210 = _group_0_binding_0_fs.moon.w; light = (_e3202 + (((_e3205.xyz * _e3210) * ndl_1) * _e3119)); float _e3215 = wet; float _e3216 = gloss; float rough = mix(0.7, 0.14, clamp((_e3215 + (_e3216 * 0.5)), 0.0, 1.0)); float a2_ = (((rough * rough) * rough) * rough); float _e3229 = wet; float _e3230 = gloss; float f0_ = (0.03 + (0.45 * clamp((_e3229 + (_e3230 * 0.35)), 0.0, 1.0))); { vec3 H = normalize((sunL + V)); vec3 _e3246 = N_1; float nh = max(dot(_e3246, H), 0.0); float dn = (((nh * nh) * (a2_ - 1.0)) + 1.0); float D = min((a2_ / ((3.14159 * dn) * dn)), 40.0); vec3 _e3262 = spec; vec4 _e3265 = _group_0_binding_0_fs.sunCol; float _e3270 = _group_0_binding_0_fs.moon.w; spec = (_e3262 + (((((_e3265.xyz * _e3270) * D) * ndl_1) * _e3119) * f0_)); } float _e3280 = _group_0_binding_0_fs.ambient.w; int n_5 = int(_e3280); float _e3285 = reflK; if ((_e3285 > 0.01)) { float _e3291 = N_1.y; local_12 = (_e3291 > 0.6); } else { local_12 = false; } bool doRefl = local_12; vec4 _e3298 = _group_0_binding_0_fs.camPos; vec3 camF = _e3298.xyz; float rip = ((sin((((P_1.x * 9.0) + (t_4 * 2.3)) + (sin((P_1.z * 3.1)) * 2.0))) * 0.5) + (sin(((P_1.z * 11.0) - (t_4 * 1.7))) * 0.5)); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e3666 = k; k = (_e3666 + 1); } loop_init_2 = false; int _e3328 = k; if ((_e3328 < MAX_LIGHTS)) { } else { break; } { int _e3331 = k; if ((_e3331 >= n_5)) { break; } float _e3336 = _group_0_binding_1_fs.lm.x; float _e3340 = _group_0_binding_1_fs.lm.y; int _e3341 = k; uint mw = uint(((_e3341 >= 20) ? _e3340 : _e3336)); int _e3346 = k; if ((((mw >> uint((_e3346 % 20))) & 1u) == 0u)) { continue; } int _e3357 = k; Light L = _group_0_binding_0_fs.lights[_e3357]; vec3 d = (L.posR.xyz - P_1); float dist = length(d); float r_1 = L.posR.w; if ((L.col.w > 7.5)) { float dxz = length((P_1.xz - L.posR.xz)); float rc_2 = ((L.posR.w * max((L.posR.y - P_1.y), 0.0)) / L.posR.y); float cone = (smoothstep((rc_2 * 1.02), (rc_2 * 0.84), dxz) * (0.7 + (0.3 * smoothstep((rc_2 * 0.8), 0.0, dxz)))); vec3 sdir = normalize((L.posR.xyz - P_1)); vec3 _e3405 = N_1; float lam = max(dot(_e3405, sdir), 0.0); vec3 _e3409 = light; light = (_e3409 + (((L.col.xyz * cone) * (0.35 + (0.65 * lam))) * 1.7)); vec3 Hs = normalize((sdir + V)); vec3 _e3423 = N_1; float nhs = max(dot(_e3423, Hs), 0.0); float dns = (((nhs * nhs) * (a2_ - 1.0)) + 1.0); vec3 _e3433 = spec; spec = (_e3433 + (((((L.col.xyz * cone) * min((a2_ / ((3.14159 * dns) * dns)), 40.0)) * lam) * f0_) * 0.8)); continue; } if (doRefl) { local_13 = (L.posR.y > 0.25); } else { local_13 = false; } bool _e3456 = local_13; if (_e3456) { float ly = L.posR.y; float tm = (camF.y / (camF.y + ly)); vec2 M = (camF.xz + ((L.posR.xz - camF.xz) * tm)); vec2 toCam = (camF.xz - M); vec2 ax_3 = (toCam / vec2(max(length(toCam), 0.001))); vec2 dp = (P_1.xz - M); float along = dot(dp, ax_3); float len = (1.5 + (ly * 2.1)); if ((along > -1.0)) { local_14 = (along < len); } else { local_14 = false; } bool _e3490 = local_14; if (_e3490) { float _e3498 = reflW; float across = (dot(dp, vec2(-(ax_3.y), ax_3.x)) + ((rip * 0.07) * _e3498)); float _e3505 = reflW; float wdt = (((0.1 + (ly * 0.035)) * _e3505) * (1.0 + ((0.6 * max(along, 0.0)) / len))); float ac = exp((-((across * across)) / (wdt * wdt))); float al = (smoothstep(-1.0, -0.2, along) * (1.0 - smoothstep((len * 0.25), len, along))); float br = (0.6 + (0.4 * sin((((along * 7.0) - (t_4 * 3.0)) + (P_1.x * 3.0))))); vec3 lc_1 = (L.col.xyz / vec3(max(1.0, (max(L.col.x, max(L.col.y, L.col.z)) * 0.5)))); vec3 _e3559 = refl; float _e3573 = reflW; refl = (_e3559 + (((((lc_1 * ac) * al) * br) * min(1.0, (3.0 / (1.0 + ((0.04 * ly) * ly))))) / vec3(_e3573))); } } if ((dist > r_1)) { continue; } vec3 ldir = (d / vec3(max(dist, 0.001))); float wn = clamp((1.0 - pow((dist / r_1), 4.0)), 0.0, 1.0); float att = ((wn * wn) / (1.0 + ((dist * dist) * 0.3))); vec3 _e3597 = N_1; float lam_1 = max(dot(_e3597, ldir), 0.0); if ((L.col.w > 0.5)) { local_15 = (L.col.w < 1.5); } else { local_15 = false; } bool isDyn = local_15; float diff = (isDyn ? (0.7 + (0.3 * lam_1)) : lam_1); vec3 _e3618 = light; if (!(isDyn)) { local_16 = (L.col.w > 1.5); } else { local_16 = true; } bool _e3631 = local_16; light = (_e3618 + (((L.col.xyz * att) * diff) * (_e3631 ? 3.6 : 2.4))); vec3 H_1 = normalize((ldir + V)); vec3 _e3639 = N_1; float nh_1 = max(dot(_e3639, H_1), 0.0); float dn_1 = (((nh_1 * nh_1) * (a2_ - 1.0)) + 1.0); float D_1 = min((a2_ / ((3.14159 * dn_1) * dn_1)), 40.0); vec3 _e3655 = spec; spec = (_e3655 + (((((L.col.xyz * D_1) * att) * lam_1) * f0_) * 2.0)); } } if (!((mat == 6))) { local_17 = (mat == 17); } else { local_17 = true; } bool _e3676 = local_17; if (!(_e3676)) { local_18 = (mat == 19); } else { local_18 = true; } bool _e3683 = local_18; if (!(_e3683)) { local_19 = (mat == 20); } else { local_19 = true; } bool _e3690 = local_19; if (_e3690) { vec3 _e3692 = N_1; vec3 R_1 = reflect(-(V), _e3692); vec3 _e3694 = N_1; float ndv = max(dot(_e3694, V), 0.0); if (!((mat == 17))) { local_20 = (mat == 20); } else { local_20 = true; } bool _e3706 = local_20; float c0_ = (_e3706 ? 0.09 : 0.06); float fres = (c0_ + ((1.0 - c0_) * pow((1.0 - ndv), 5.0))); vec4 _e3720 = _group_0_binding_0_fs.ambient; vec3 zen = (_e3720.xyz * 0.9); vec4 _e3726 = _group_0_binding_0_fs.fog; vec4 _e3732 = _group_0_binding_0_fs.sunCol; float _e3737 = _group_0_binding_0_fs.moon.w; vec3 hor = (((_e3726.xyz * 1.2) + ((_e3732.xyz * _e3737) * 0.12)) * 1.8); vec3 skyR = (mix(zen, hor, smoothstep(0.6, 0.08, R_1.y)) * smoothstep(-0.35, 0.0, R_1.y)); vec3 _e3754 = spec; float _e3756 = sky; float _e3761 = ao; float _e3763 = envK; spec = (_e3754 + ((((skyR * fres) * mix(0.55, 1.0, _e3756)) * _e3761) * _e3763)); if ((mat == 19)) { local_21 = (i_11.uv.y < 19.5); } else { local_21 = false; } bool _e3775 = local_21; if (_e3775) { vec3 Hc = normalize((sunL + V)); vec3 _e3778 = N_1; float gl = pow(max(dot(_e3778, Hc), 0.0), 220.0); vec3 _e3784 = spec; vec4 _e3787 = _group_0_binding_0_fs.sunCol; float _e3792 = _group_0_binding_0_fs.moon.w; spec = (_e3784 + (((((_e3787.xyz * _e3792) * gl) * ndl_1) * _e3119) * 0.9)); } } vec3 _e3800 = albedo; vec3 _e3801 = light; vec3 _e3803 = emissive; vec3 _e3805 = spec; float _e3806 = specK; vec3 _e3809 = refl; float _e3810 = reflK; col_1 = ((((_e3800 * _e3801) + _e3803) + (_e3805 * _e3806)) + ((_e3809 * _e3810) * 0.8)); vec3 _e3816 = col_1; vec3 _e3817 = albedo; float _e3826 = _group_0_binding_0_fs.params.z; col_1 = (_e3816 + (((_e3817 * vec3(1.0, 0.9, 0.75)) * _e3826) * 0.45)); vec4 _e3833 = _group_0_binding_0_fs.camPos; float dist_1 = length((_e3833.xyz - P_1)); float _e3840 = _group_0_binding_0_fs.fog.w; float fogF = (1.0 - exp((-(_e3840) * max((dist_1 - 22.0), 0.0)))); float _e3853 = _group_0_binding_0_fs.misc.w; float mistK = ((_e3853 > 0.99) ? 0.0 : 1.0); float _e3874 = noise(((P_1.xz * 0.15) + vec2((t_4 * 0.05), 0.0))); float mist = (((smoothstep(1.4, 0.0, P_1.y) * 0.25) * mistK) * (0.6 + (0.4 * _e3874))); vec3 _e3880 = col_1; vec4 _e3883 = _group_0_binding_0_fs.fog; col_1 = mix(_e3880, _e3883.xyz, clamp((fogF + (mist * 0.5)), 0.0, 0.92)); vec3 _e3894 = col_1; o_3.color = vec4(_e3894, 1.0); vec3 vn = normalize(i_11.vnz.xyz); float vz = i_11.vnz.w; if ((P_1.y < 0.3)) { float _e3910 = N_1.y; local_22 = (_e3910 > 0.7); } else { local_22 = false; } bool _e3914 = local_22; o_3.nd = vec4(vn, (_e3914 ? -(vz) : vz)); FOut _e3917 = o_3; return _e3917; } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_fs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_3 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_3.y * 4u) + q_3.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_2 = i_13.wpos; vec3 vn_1 = normalize(i_13.vnz.xyz); float vz_1 = i_13.vnz.w; if ((P_2.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn_1, (_e19 ? -(vz_1) : vz_1)); } void main() { VOut i_4 = VOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5); FOut _e1 = shadeAll(i_4); _fs2p_location0 = _e1.color; return; }  fs_color_cutmainU#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Fragment { Frame _group_0_binding_0_fs; }; layout(std140) uniform Obj_block_1Fragment { Obj _group_0_binding_1_fs; }; uniform highp sampler2DShadow _group_0_binding_2_fs; uniform highp sampler2D _group_0_binding_3_fs; uniform highp sampler2D _group_0_binding_5_fs; uniform highp sampler2D _group_0_binding_6_fs; smooth in vec3 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec4 _vs2fs_location2; smooth in vec2 _vs2fs_location3; smooth in vec4 _vs2fs_location4; smooth in vec4 _vs2fs_location5; layout(location = 0) out vec4 _fs2p_location0; float wideAt(float z) { float _e4 = _group_0_binding_0_fs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_fs.wq.x; float _e14 = _group_0_binding_0_fs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_fs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_fs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 objRot(vec3 p) { float _e4 = _group_0_binding_1_fs.xf.w; float cr = cos(_e4); float _e9 = _group_0_binding_1_fs.xf.w; float sr = sin(_e9); vec3 a_2 = vec3(((p.x * cr) - (p.y * sr)), ((p.x * sr) + (p.y * cr)), p.z); float _e26 = _group_0_binding_1_fs.xf.z; float cp = cos(_e26); float _e31 = _group_0_binding_1_fs.xf.z; float sp = sin(_e31); vec3 b_2 = vec3(a_2.x, ((a_2.y * cp) + (a_2.z * sp)), ((-(a_2.y) * sp) + (a_2.z * cp))); float _e49 = _group_0_binding_1_fs.xf.x; float c = cos(_e49); float _e54 = _group_0_binding_1_fs.xf.x; float s = sin(_e54); return vec3(((b_2.x * c) + (b_2.z * s)), b_2.y, ((-(b_2.x) * s) + (b_2.z * c))); } vec3 objPos(vec3 p_1, vec3 n) { vec3 wp = vec3(0.0); float _e5 = _group_0_binding_1_fs.xf.y; float _e9 = _group_0_binding_1_fs.xf.y; float sc = ((_e9 == 0.0) ? 1.0 : _e5); vec3 _e15 = objRot((p_1 * sc)); vec4 _e18 = _group_0_binding_1_fs.offset; wp = (_e15 + _e18.xyz); float _e25 = _group_0_binding_1_fs.lm.z; if ((_e25 > 0.5)) { float tag = length(n); float _e30 = wp.x; bool byX = (abs(_e30) >= 4.7); bool stays = (tag > 2.5); bool slide = ((tag < 1.5) ? byX : !(stays)); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46); wp.x = (_e41 + (sign(_e43) * _e47)); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51); float ax_1 = ((tag - 3.0) * 20.0); if ((_e52 < 0.0)) { float _e60 = wp.x; float _e62 = wp.x; wp.x = (_e60 + ((sign(_e62) * _e52) * smoothstep(2.5, 4.7, ax_1))); } } } } vec3 _e70 = wp; return _e70; } vec3 objNrm(vec3 n_1) { vec3 _e1 = objRot(n_1); return _e1; } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_fs.camPos.w; float a_3 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_3) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_3) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float sunShadow(vec3 P, vec3 N, float ndl) { bool local_4 = false; bool local_5 = false; bool local_6 = false; float lit = 0.0; int j = -1; int i_8 = 0; float _e6 = _group_0_binding_0_fs.sunCol.w; if ((_e6 < 0.5)) { return 1.0; } mat4x4 _e12 = _group_0_binding_0_fs.sunVP; vec4 sp_1 = (_e12 * vec4((P + (N * 0.06)), 1.0)); vec2 uv_1 = vec2(((sp_1.x * 0.5) + 0.5), (0.5 - (sp_1.y * 0.5))); if (!((uv_1.x <= 0.0))) { local_4 = (uv_1.x >= 1.0); } else { local_4 = true; } bool _e40 = local_4; if (!(_e40)) { local_5 = (uv_1.y <= 0.0); } else { local_5 = true; } bool _e48 = local_5; if (!(_e48)) { local_6 = (uv_1.y >= 1.0); } else { local_6 = true; } bool _e56 = local_6; if (_e56) { return 1.0; } vec2 dim = vec2(uvec2(textureSize(_group_0_binding_2_fs, 0).xy)); float bias = (0.0012 + (0.003 * (1.0 - ndl))); float _e70 = _group_0_binding_0_fs.misc.y; float R = clamp((_e70 * 0.6), 0.75, 2.0); vec2 o_4 = (vec2((R * 0.7)) / dim); float dref = (sp_1.z - bias); bool loop_init = true; while(true) { if (!loop_init) { int _e121 = j; j = (_e121 + 1); } loop_init = false; int _e86 = j; if ((_e86 <= 1)) { } else { break; } { i_8 = -1; bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e118 = i_8; i_8 = (_e118 + 1); } loop_init_1 = false; int _e91 = i_8; if ((_e91 <= 1)) { } else { break; } { int _e94 = i_8; int _e98 = j; float w_2 = float(((2 - abs(_e94)) * (2 - abs(_e98)))); float _e104 = lit; int _e107 = i_8; int _e109 = j; float _e114 = textureLod(_group_0_binding_2_fs, vec3((uv_1 + (vec2(float(_e107), float(_e109)) * o_4)), dref), 0.0); lit = (_e104 + (w_2 * _e114)); } } } } float _e123 = lit; return (_e123 / 16.0); } float kStep(int i_9) { float _e4 = _group_0_binding_0_fs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_fs.warp[j_1]; vec4 a1_ = _group_0_binding_0_fs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_fs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_fs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_fs.wq.x; float _e21 = _group_0_binding_0_fs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_4 = _group_0_binding_0_fs.warp[0]; float _e33 = _group_0_binding_0_fs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_5 = _group_0_binding_0_fs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_fs.wq.x; float _e74 = _group_0_binding_0_fs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w)), p_2.y, ((a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_fs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_fs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc_1 = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_fs.wq.y; float dz_3 = ((t_2 / _e138) * sc_1); float ch = cos(hh); float sh = sin(hh); float cp_1 = cos(phi); float sp_2 = sin(phi); vec4 c_1 = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp_1) + (a0_1.w * sp_2)), ((a0_1.w * cp_1) - (a0_1.z * sp_2))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c_1.x + (_e215 * c_1.w)), p_2.y, (c_1.y - (_e221 * c_1.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_fs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_fs.wq.x; float _e23 = _group_0_binding_0_fs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_fs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_fs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag_1 = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_2 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag_1)); return vec4(c_2, (clamp((tag_1 + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } FOut shadeAll(VOut i_11) { vec3 albedo = vec3(0.0); vec3 N_1 = vec3(0.0); vec3 emissive = vec3(0.0); float wet = 0.0; float gloss = 0.0; float envK = 1.0; float reflK = 0.0; float reflW = 1.0; float specK = 1.0; float gapWet = 0.0; bool local_7 = false; bool local_8 = false; float rc = 0.0; float cw = 2.3; float x0_ = 0.22; float x1_ = 0.78; float y0_ = 0.25; float y1_ = 0.82; float pLit = 0.86; float pBoard = 0.97; float vb = 3.6; float win = 0.0; float door = 0.0; vec3 wc = vec3(0.035, 0.045, 0.07); float rc_1 = 0.0; bool local_9 = false; bool local_10 = false; float u_1 = 0.0; float v_3 = 0.0; float su = 0.0; vec4 tz[5] = vec4[5](vec4(-2.3, 2.34, -1.38, 1.36), vec4(-1.95, 1.94, -1.2, 1.18), vec4(-2.35, 2.4, -1.45, 1.5), vec4(-2.35, 2.38, -1.5, 1.55), vec4(-2.3, 2.32, -1.38, 1.4)); vec4 td[5] = vec4[5](vec4(-0.86, 0.12, 1.08, 0.93), vec4(-0.7, 0.45, 0.45, 0.93), vec4(-0.94, -0.02, 0.3, 1.06), vec4(-1.38, -0.4, 0.95, 1.34), vec4(-0.86, 0.12, 1.3, 1.02)); float seam = 0.0; bool local_11 = false; float frame = 0.0; float ao = 1.0; float sky = 1.0; vec3 light = vec3(0.0); vec3 spec = vec3(0.0); vec3 refl = vec3(0.0); bool local_12 = false; int k = 0; bool local_13 = false; bool local_14 = false; bool local_15 = false; bool local_16 = false; bool local_17 = false; bool local_18 = false; bool local_19 = false; bool local_20 = false; bool local_21 = false; vec3 col_1 = vec3(0.0); FOut o_3 = FOut(vec4(0.0), vec4(0.0)); bool local_22 = false; int mat = int(roundEven((i_11.col.w * 10.0))); vec4 _e11 = _group_0_binding_1_fs.tint; albedo = (i_11.col.xyz * _e11.xyz); N_1 = normalize(i_11.nrm); vec3 P_1 = i_11.wpos; float t_4 = _group_0_binding_0_fs.camPos.w; vec4 _e25 = _group_0_binding_0_fs.camPos; vec3 V = normalize((_e25.xyz - P_1)); vec2 dUVx = dFdx(i_11.uv); vec2 dUVy = dFdy(i_11.uv); vec2 fwUV = min((abs(dUVx) + abs(dUVy)), vec2(0.5)); vec3 _e54 = fwidth(P_1); vec3 fwP = min(_e54, vec3(0.5)); vec3 _e60 = fwidth(i_11.lp.xyz); vec3 fwL = min(_e60, vec3(0.5)); if ((mat == 1)) { float sid = roundEven(i_11.uv.x); float _e72 = fbm((P_1.xz * 1.7)); vec3 _e73 = albedo; albedo = (_e73 * (0.82 + (0.3 * _e72))); if ((sid == 1.0)) { float row = floor((P_1.z / 0.3)); float _e89 = hash21_(vec2(row, 3.0)); vec2 q_1 = vec2(((P_1.x / (0.42 + (0.1 * _e89))) + (row * 0.37)), (P_1.z / 0.3)); vec2 f_4 = (fract(q_1) - vec2(0.5)); vec2 id = floor(q_1); float _e111 = noise((P_1.xz * 6.0)); float w2_ = (_e111 * 0.08); float e = (max(abs(f_4.x), abs(f_4.y)) + w2_); float gap = smoothstep(0.42, 0.5, e); vec3 _e123 = albedo; float _e124 = hash21_(id); albedo = ((_e123 * (0.82 + (0.36 * _e124))) * (1.0 - (0.45 * gap))); vec3 _e135 = N_1; N_1 = normalize((_e135 + ((vec3(f_4.x, 0.0, f_4.y) * 0.45) * smoothstep(0.25, 0.48, e)))); gapWet = gap; } else { if ((sid == 2.0)) { vec2 c_3 = (fract((P_1.xz / vec2(3.0))) - vec2(0.5)); float joint = smoothstep(0.482, 0.497, max(abs(c_3.x), abs(c_3.y))); vec3 _e166 = albedo; float _e172 = hash21_(floor((P_1.xz / vec2(3.0)))); albedo = ((_e166 * (0.82 + (0.3 * _e172))) * (1.0 - (0.6 * joint))); float _e189 = fbm(((P_1.xz * 0.6) + vec2(3.3))); float oil = smoothstep(0.6, 0.72, _e189); vec3 _e193 = albedo; albedo = (_e193 * (1.0 - (0.45 * oil))); gapWet = joint; } } float _e202 = noise((P_1.xz * 0.9)); float _e215 = noise(((P_1.xz * 0.21) + vec2(9.0))); float crack = ((smoothstep(0.035, 0.0, abs((_e202 - 0.5))) * smoothstep(0.4, 0.7, _e215)) * ((sid == 1.0) ? 0.0 : 1.0)); vec3 _e226 = albedo; albedo = (_e226 * (1.0 - (0.5 * crack))); float _e235 = wideAt(P_1.z); float axE = (abs(P_1.x) - _e235); vec3 _e237 = albedo; albedo = (_e237 * mix(1.0, 0.62, (smoothstep(4.55, 5.0, axE) * step(axE, 5.05)))); float dash = (step(0.5, fract((P_1.z / 6.0))) * smoothstep(0.13, 0.1, abs(P_1.x))); float edge = smoothstep(0.1, 0.07, abs((axE - 4.55))); float _e272 = noise(((P_1.xz * 2.3) + vec2(1.7))); float wear = smoothstep(0.25, 0.6, _e272); vec3 _e276 = albedo; albedo = mix(_e276, vec3(0.78, 0.66, 0.32), ((((dash + edge) * wear) * 0.85) * ((sid == 1.0) ? 0.0 : 1.0))); float _e299 = fbm(((P_1.xz * 0.23) + vec2(5.1, 0.0))); float pud = smoothstep(0.52, 0.62, _e299); float _e303 = gapWet; float _e313 = _group_0_binding_0_fs.params.x; wet = (mix(0.35, 1.0, max(pud, (_e303 * 0.8))) * _e313); vec3 _e315 = albedo; albedo = (_e315 * mix(1.0, 0.45, pud)); float _e326 = _group_0_binding_0_fs.params.x; reflK = (mix(0.35, 1.0, pud) * _e326); reflW = mix(1.7, 0.6, pud); float rx = (sin((((P_1.x * 7.0) + (t_4 * 1.3)) + (sin((P_1.z * 5.3)) * 1.5))) * sin((((P_1.z * 6.1) - (t_4 * 0.9)) + (sin((P_1.x * 4.1)) * 1.2)))); float rz = (sin((((P_1.z * 7.7) - (t_4 * 1.1)) + (sin((P_1.x * 4.7)) * 1.4))) * sin((((P_1.x * 5.9) + (t_4 * 0.8)) + (sin((P_1.z * 3.7)) * 1.1)))); vec3 _e389 = N_1; N_1 = normalize((_e389 + ((vec3(rx, 0.0, rz) * 0.035) * pud))); gloss = 1.0; } else { if ((mat == 2)) { vec2 cell = abs((fract((P_1.xz / vec2(1.6))) - vec2(0.5))); float sw = (max(fwP.x, fwP.z) / 1.6); float seam_1 = (smoothstep((0.482 - sw), (0.482 + sw), max(cell.x, cell.y)) * clamp((1.0 - (sw * 25.0)), 0.0, 1.0)); float _e435 = hash21_(floor((P_1.xz / vec2(1.6)))); vec3 _e436 = albedo; albedo = ((_e436 * (0.85 + (0.25 * _e435))) * (1.0 - (0.45 * seam_1))); vec3 _e447 = albedo; float _e451 = wideAt(P_1.z); albedo = (_e447 * mix(1.0, 0.5, smoothstep(7.3, 8.2, (abs(P_1.x) - _e451)))); float _e463 = _group_0_binding_0_fs.params.x; wet = (0.25 * _e463); gloss = 0.5; float _e470 = _group_0_binding_0_fs.params.x; reflK = (0.2 * _e470); reflW = 2.0; } else { if ((mat == 3)) { float style = floor((i_11.uv.x / 1000.0)); float u_3 = (i_11.uv.x - (style * 1000.0)); float v_4 = i_11.uv.y; vec3 _e488 = albedo; float _e492 = _group_0_binding_0_fs.misc.w; albedo = (_e488 * _e492); float _e497 = _group_0_binding_1_fs.offset.w; float seed_1 = ((_e497 + (i_11.col.x * 31.0)) + (style * 7.0)); float _e511 = fbm(vec2((u_3 * 0.8), (v_4 * 2.5))); vec3 _e512 = albedo; albedo = (_e512 * (0.86 + (0.2 * _e511))); float fwm = max(fwUV.x, fwUV.y); float _e523 = hash21_(vec2(seed_1, 7.7)); if ((style != 0.0)) { float kf = clamp((1.0 - (fwm / 0.07)), 0.0, 1.0); if ((_e523 < 0.5)) { float row_1 = floor((v_4 / 0.3)); float bu = ((u_3 / 0.66) + (0.5 * (row_1 - (2.0 * floor((row_1 * 0.5)))))); vec2 id_1 = vec2(floor(bu), row_1); vec2 f_5 = vec2(fract(bu), fract((v_4 / 0.3))); float dx_2 = (min(f_5.x, (1.0 - f_5.x)) * 0.66); float dy_1 = (min(f_5.y, (1.0 - f_5.y)) * 0.3); float mort = max((1.0 - smoothstep(0.012, (0.012 + fwm), dx_2)), (1.0 - smoothstep(0.012, (0.012 + fwm), dy_1))); float _e584 = hash21_((id_1 + vec2(seed_1, 1.0))); float tone = (0.84 + (0.3 * _e584)); vec3 _e589 = albedo; vec3 b2_ = (_e589 * tone); vec3 _e591 = albedo; vec3 _e592 = albedo; albedo = mix(_e591, mix(b2_, ((_e592 * 0.55) + vec3(0.22, 0.21, 0.2)), (mort * 0.75)), kf); } else { if ((_e523 < 0.82)) { float fy = fract((v_4 / 0.24)); float _e620 = aaBand(fy, 0.9, 1.0, (fwUV.y / 0.24)); float lap = (mix(0.72, 1.0, smoothstep(0.0, 0.35, fy)) * (1.0 + (0.12 * _e620))); vec3 _e626 = albedo; albedo = (_e626 * mix(1.0, lap, kf)); } } } float band = (smoothstep(0.92, 0.97, fract(((v_4 - 3.6) / 3.1))) * step(3.6, v_4)); vec3 _e641 = albedo; albedo = (_e641 * (1.0 - (0.25 * band))); vec3 warm = vec3(1.0, 0.6, 0.28); vec3 cool = vec3(0.38, 0.62, 1.0); if ((v_4 < 3.6)) { local_7 = (style != 2.0); } else { local_7 = false; } bool _e662 = local_7; if (_e662) { local_8 = (style != 5.0); } else { local_8 = false; } bool _e668 = local_8; if (_e668) { float shopId = floor((u_3 / 4.2)); float sx = fract((u_3 / 4.2)); float wsx = (fwUV.x / 4.2); float _e680 = aaBand(sx, 0.08, 0.92, wsx); float _e684 = aaBand(v_4, 0.5, 2.9, fwUV.y); float inGlass = (_e680 * _e684); float _e688 = aaBand(sx, 0.04, 0.96, wsx); float pil = (1.0 - _e688); float _e692 = hash21_(vec2(shopId, seed_1)); float boarded = ((style == 4.0) ? step(0.45, _e692) : 0.0); float _e707 = hash21_(vec2((shopId + 3.0), seed_1)); float lit_1 = (step(((style == 4.0) ? 0.85 : 0.6), _e707) * (1.0 - boarded)); vec3 glass = vec3(0.1, 0.13, 0.17); vec3 _e716 = albedo; albedo = mix(_e716, glass, inGlass); vec3 _e718 = albedo; vec3 _e719 = albedo; albedo = mix(_e718, (_e719 * 0.6), pil); float _e726 = hash21_(vec2((shopId + 7.0), seed_1)); vec3 shopCol = mix(warm, cool, step(0.75, _e726)); vec3 _e731 = N_1; vec3 Tn = cross(_e731, vec3(0.0, 1.0, 0.0)); vec3 _e741 = N_1; vec3 rd = vec3(dot(-(V), Tn), -(V.y), dot(V, _e741)); vec4 _e750 = room(vec2((sx * 4.2), v_4), rd, 4.2, 3.4, 4.0); rc = _e750.x; if ((_e750.w == 0.0)) { float _e756 = rc; rc = ((_e756 * (0.7 + (0.3 * step(0.5, fract((_e750.z * 7.0)))))) * (1.0 - (0.5 * step((_e750.y * 4.2), 0.4)))); } if ((_e750.w == 3.0)) { float _e781 = rc; rc = (_e781 + ((step(0.45, _e750.y) * step(_e750.y, 0.55)) * 1.5)); } vec3 _e792 = emissive; float _e798 = rc; emissive = (_e792 + (((((inGlass * lit_1) * shopCol) * 1.45) * 1.0) * _e798)); float _e810 = noise(vec2((u_3 * 3.0), (v_4 * 9.0))); vec3 ply = (vec3(0.36, 0.27, 0.17) * (0.8 + (0.3 * _e810))); vec3 _e816 = albedo; albedo = mix(_e816, ply, (inGlass * boarded)); vec3 _e819 = albedo; albedo = (_e819 * (1.0 - ((0.35 * smoothstep(3.0, 3.3, v_4)) * step(v_4, 3.6)))); gloss = ((inGlass * 0.7) * (1.0 - boarded)); } else { if ((style == 0.0)) { cw = 1.55; x0_ = 0.1; x1_ = 0.9; y0_ = 0.18; y1_ = 0.86; pLit = 0.72; } if ((style == 2.0)) { cw = 2.0; x0_ = 0.3; x1_ = 0.7; y0_ = 0.12; y1_ = 0.86; pLit = 0.8; vb = 0.6; } if ((style == 4.0)) { pLit = 0.95; pBoard = 0.5; } if ((style == 5.0)) { cw = 3.2; x0_ = 0.1; x1_ = 0.42; y0_ = 0.05; y1_ = 0.72; pLit = 0.55; vb = 0.0; } float ch_1 = ((style == 5.0) ? 2.95 : 3.1); float _e887 = cw; float cx = floor((u_3 / _e887)); float _e890 = vb; float cy = floor(((v_4 - _e890) / ch_1)); float _e894 = cw; float fx = fract((u_3 / _e894)); float _e897 = vb; float fy_1 = fract(((v_4 - _e897) / ch_1)); float _e902 = cw; float wx = (fwUV.x / _e902); float wy = (fwUV.y / ch_1); float _e906 = vb; float _e909 = vb; float above = smoothstep((_e906 - fwUV.y), (_e909 + fwUV.y), v_4); float _e913 = x0_; float _e914 = x1_; float _e915 = aaBand(fx, _e913, _e914, wx); float _e916 = y0_; float _e917 = y1_; float _e918 = aaBand(fy_1, _e916, _e917, wy); win = ((_e915 * _e918) * above); float _e922 = x0_; float _e925 = x1_; float _e928 = aaBand(fx, (_e922 - 0.05), (_e925 + 0.05), wx); float _e929 = y0_; float _e932 = y1_; float _e935 = aaBand(fy_1, (_e929 - 0.05), (_e932 + 0.04), wy); float _e938 = win; float frame_1 = max((((_e928 * _e935) * above) - _e938), 0.0); float _e942 = x0_; float _e945 = x1_; float _e948 = aaBand(fx, (_e942 - 0.06), (_e945 + 0.06), wx); float _e949 = y0_; float _e952 = y0_; float _e955 = aaBand(fy_1, (_e949 - 0.085), (_e952 - 0.05), wy); float sill = (((_e948 * _e955) * above) * step(style, 4.5)); if ((style == 0.0)) { float _e963 = win; float _e966 = aaBand(fx, 0.47, 0.53, wx); win = (_e963 * (1.0 - _e966)); } if ((style == 5.0)) { float _e985 = vb; door = ((((step(0.52, fx) * step(fx, 0.78)) * step(0.0, fy_1)) * step(fy_1, 0.8)) * step(_e985, v_4)); } float _e993 = hash21_(vec2((cx + (seed_1 * 3.0)), (cy + seed_1))); float _e999 = pBoard; if ((_e993 > _e999)) { wc = vec3(0.33, 0.24, 0.15); } else { float _e1005 = pLit; if ((_e993 > _e1005)) { vec3 _e1007 = N_1; vec3 Tn_1 = cross(_e1007, vec3(0.0, 1.0, 0.0)); vec3 _e1017 = N_1; vec3 rd_1 = vec3(dot(-(V), Tn_1), -(V.y), dot(V, _e1017)); float _e1020 = cw; float _e1024 = cw; vec4 _e1026 = room(vec2((fx * _e1020), (fy_1 * ch_1)), rd_1, _e1024, ch_1, 2.8); rc_1 = _e1026.x; float _e1033 = hash21_(vec2((cx + 9.0), (cy + seed_1))); if ((_e1026.w == 0.0)) { float _e1037 = rc_1; rc_1 = (_e1037 * (1.0 - (((0.75 * step(_e1026.z, 0.32)) * step((_e1033 * 0.5), _e1026.y)) * step(_e1026.y, (0.5 + (_e1033 * 0.4)))))); float _e1058 = rc_1; rc_1 = (_e1058 * (1.0 - ((((0.4 * step(0.55, _e1026.z)) * step(_e1026.z, 0.75)) * step(0.35, _e1026.y)) * step(_e1026.y, 0.6)))); } float _e1079 = pLit; float _e1080 = pLit; bool isTv = (_e993 > (_e1079 + ((1.0 - _e1080) * 0.75))); float tv = (0.6 + ((0.4 * sin(((t_4 * 9.0) + (_e993 * 90.0)))) * sin(((t_4 * 3.1) + (_e993 * 13.0))))); vec3 lc = (isTv ? (cool * tv) : ((warm * 1.3) * (0.92 + (0.08 * sin(((t_4 * 0.7) + (_e993 * 40.0))))))); float _e1129 = x0_; float _e1131 = x1_; float curtain = (step(0.6, _e1033) * ((smoothstep(0.32, 0.3, abs((fx - 0.5))) * 0.0) + (1.0 - smoothstep(0.0, 0.16, min((fx - _e1129), (_e1131 - fx)))))); vec3 _e1141 = emissive; float _e1142 = win; float _e1144 = rc_1; emissive = (_e1141 + ((_e1142 * lc) * mix(_e1144, 0.55, (curtain * 0.8)))); wc = (lc * 0.15); } else { vec3 _e1153 = N_1; vec3 Tn_2 = cross(_e1153, vec3(0.0, 1.0, 0.0)); vec3 _e1163 = N_1; vec3 rd_2 = vec3(dot(-(V), Tn_2), -(V.y), dot(V, _e1163)); float _e1166 = cw; float _e1170 = cw; vec4 _e1172 = room(vec2((fx * _e1166), (fy_1 * ch_1)), rd_2, _e1170, ch_1, 2.8); vec3 refl_1 = mix(vec3(0.22, 0.3, 0.42), vec3(0.95, 0.72, 0.5), smoothstep(0.55, 0.95, (fy_1 + (_e1172.x * 0.2)))); float _e1202 = _group_0_binding_0_fs.misc.x; wc = mix((vec3(0.03, 0.04, 0.06) * (0.6 + (0.8 * _e1172.x))), refl_1, (((0.55 * _e1202) * 0.0) + 0.5)); } } float _e1210 = y1_; float _e1213 = y1_; float _e1219 = x0_; float _e1222 = x0_; float recess = ((1.0 - (0.55 * smoothstep((_e1210 - 0.22), _e1213, fy_1))) * (1.0 - (0.3 * smoothstep((_e1219 + 0.12), _e1222, fx)))); vec3 _e1229 = albedo; vec3 _e1230 = wc; float _e1234 = win; albedo = mix(_e1229, ((_e1230 * 0.5) * recess), _e1234); vec3 _e1236 = albedo; vec3 _e1237 = albedo; albedo = mix(_e1236, (_e1237 * 1.4), frame_1); vec3 _e1241 = albedo; albedo = mix(_e1241, vec3(0.74, 0.7, 0.62), (sill * 0.85)); vec3 _e1249 = albedo; float _e1254 = door; albedo = mix(_e1249, vec3(0.08, 0.06, 0.05), _e1254); if ((style == 5.0)) { vec3 _e1258 = emissive; float _e1259 = door; emissive = (_e1258 + ((((_e1259 * step(0.68, fy_1)) * step(fy_1, 0.76)) * vec3(1.0, 0.75, 0.35)) * 1.2)); } float _e1274 = win; gloss = (_e1274 * 0.75); } if (!((style == 4.0))) { local_9 = (style == 1.0); } else { local_9 = true; } bool _e1285 = local_9; if (!(_e1285)) { local_10 = (style == 3.0); } else { local_10 = true; } bool _e1292 = local_10; if (_e1292) { vec4 _e1293 = graffiti(u_3, v_4, seed_1); vec3 _e1294 = albedo; albedo = mix(_e1294, (_e1293.xyz * 0.55), _e1293.w); } vec3 _e1300 = albedo; albedo = (_e1300 * mix(0.55, 1.0, smoothstep(0.0, 4.0, v_4))); float _e1318 = fbm((vec2((u_3 * 0.13), (v_4 * 0.21)) + vec2((seed_1 * 1.3), 4.0))); float patchT = (0.86 + (0.28 * _e1318)); float _e1331 = fbm(vec2(((u_3 * 1.1) + (seed_1 * 3.0)), (v_4 * 0.11))); float streakT = (smoothstep(0.6, 0.88, _e1331) * (0.12 + (0.12 * smoothstep(3.0, 9.0, v_4)))); float _e1352 = noise(((P_1.xz * 3.3) + vec2((P_1.y * 3.1), 0.0))); float grain = (1.0 + (((0.14 * _e1352) - 0.07) * clamp((1.0 - (fwm * 8.0)), 0.0, 1.0))); vec3 _e1367 = albedo; albedo = (((_e1367 * patchT) * (1.0 - streakT)) * grain); } else { if ((mat == 7)) { float _e1381 = noise(((P_1.xz * 2.3) + vec2(2.3))); float _e1388 = noise((P_1.xz * 14.0)); float wear_1 = (smoothstep(0.08, 0.4, _e1381) * (0.8 + (0.2 * _e1388))); vec3 _e1398 = albedo; albedo = mix(vec3(0.07, 0.07, 0.09), _e1398, wear_1); float _e1403 = _group_0_binding_0_fs.params.x; wet = (0.5 * _e1403); gloss = 0.9; } else { if ((mat == 9)) { float amber = (step(0.4, i_11.col.y) * step(i_11.col.z, 0.2)); float ph_1 = fract((t_4 * 1.6)); float dblA = (step(ph_1, 0.12) + (step(0.2, ph_1) * step(ph_1, 0.32))); float ph2_ = fract(((t_4 * 1.6) + 0.5)); float dblB = (step(ph2_, 0.12) + (step(0.2, ph2_) * step(ph2_, 0.32))); float isRed = step(i_11.col.z, i_11.col.x); float o_5 = ((amber > 0.5) ? step(fract((t_4 * 0.9)), 0.5) : ((isRed > 0.5) ? dblA : dblB)); vec3 _e1458 = albedo; emissive = (_e1458 * (0.25 + (7.0 * o_5))); vec3 _e1464 = albedo; albedo = (_e1464 * 0.3); } else { if ((mat == 10)) { u_1 = i_11.uv.x; v_3 = i_11.uv.y; if ((abs(dUVx.x) >= abs(dUVx.y))) { u_1 = (i_11.uv.x * ((dUVx.x < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.y * ((dUVy.y > 0.0) ? -1.0 : 1.0)); } else { u_1 = (i_11.uv.y * ((dUVx.y < 0.0) ? -1.0 : 1.0)); v_3 = (i_11.uv.x * ((dUVy.x > 0.0) ? -1.0 : 1.0)); } float _e1516 = u_1; float gx = floor((_e1516 / 0.3)); float _e1520 = v_3; float gy = floor((_e1520 / 0.45)); float _e1524 = u_1; float fu = fract((_e1524 / 0.3)); float _e1528 = v_3; float fv = fract((_e1528 / 0.45)); float _e1535 = _group_0_binding_1_fs.offset.w; float _e1538 = hash21_(vec2(gx, (gy + _e1535))); float on_1 = step(0.22, _e1538); float _e1546 = hash21_(vec2((gx + 3.0), (gy + 1.7))); float _e1552 = hash21_(vec2((gx + 9.0), (gy + 4.1))); float inBox = (((step(0.18, fu) * step(fu, 0.82)) * step(0.18, fv)) * step(fv, 0.82)); float stemL = (step(0.18, fu) * step(fu, (0.18 + 0.13))); float stemR = ((step((0.82 - 0.13), fu) * step(fu, 0.82)) * step(0.35, _e1546)); float barT = ((step((0.82 - (0.13 * 0.8)), fv) * step(fv, 0.82)) * step(0.3, _e1552)); float barM = ((step(0.46, fv) * step(fv, (0.46 + (0.13 * 0.8)))) * step(_e1552, 0.7)); float barB = ((step(0.18, fv) * step(fv, (0.18 + (0.13 * 0.8)))) * step(0.55, _e1546)); float stroke = ((on_1 * inBox) * clamp(((((stemL + stemR) + barT) + barM) + barB), 0.0, 1.0)); float _e1627 = _group_0_binding_1_fs.offset.w; float _e1630 = hash21_(vec2((gx + 11.0), (gy + _e1627))); float dead = step(0.93, _e1630); float flick = (1.0 - dead); vec3 _e1635 = albedo; emissive = (_e1635 * (0.35 + ((3.6 * stroke) * flick))); vec3 _e1642 = albedo; albedo = (_e1642 * 0.15); } else { if ((mat == 11)) { float rid = (0.72 + (0.28 * (0.5 + (0.5 * sin(((i_11.uv.x * 6.2831) / 0.32)))))); float _e1673 = fbm(vec2((i_11.uv.x * 1.3), ((i_11.uv.y * 0.25) + 3.0))); float rust = smoothstep(0.55, 0.8, _e1673); vec3 _e1677 = albedo; albedo = mix((_e1677 * rid), (vec3(0.35, 0.16, 0.08) * rid), (rust * 0.6)); float _e1694 = _group_0_binding_1_fs.offset.w; vec4 _e1697 = graffiti(i_11.uv.x, i_11.uv.y, (_e1694 + 3.0)); vec3 _e1698 = albedo; albedo = mix(_e1698, ((_e1697.xyz * 0.55) * rid), _e1697.w); gloss = 0.35; } else { if ((mat == 12)) { float _e1717 = fbm(((P_1.xz * 3.2) + vec2((P_1.y * 2.0), 0.0))); if ((P_1.y > 2.2)) { float _e1730 = noise(((P_1.xz * 2.2) + vec2((P_1.y * 1.7), 0.0))); float n1_ = (_e1730 - 0.5); float _e1742 = noise(((P_1.zx * 2.4) - vec2((P_1.y * 1.5), 0.0))); float n2_ = (_e1742 - 0.5); vec3 _e1745 = N_1; N_1 = normalize((((_e1745 * 0.9) + vec3(0.0, 0.15, 0.0)) + (vec3(n1_, 0.0, n2_) * 0.22))); float _e1770 = noise(((P_1.xz * 3.4) + vec2((P_1.y * 2.6), (P_1.y * 1.3)))); float dap = mix(0.9, 1.06, smoothstep(0.4, 0.6, _e1770)); vec3 _e1777 = albedo; albedo = (((_e1777 * dap) * (0.85 + (0.3 * smoothstep(0.3, 0.7, _e1717)))) * vec3(1.0, 1.04, 0.92)); } else { vec3 _e1792 = albedo; albedo = (_e1792 * (0.55 + (0.7 * smoothstep(0.35, 0.65, _e1717)))); } } else { if ((mat == 13)) { vec3 base = albedo; float _e1813 = hash21_(((base.xy * 97.0) + vec2((base.z * 13.0), 0.0))); float variant = floor((_e1813 * 4.0)); float _e1820 = fbm((P_1.xz * 2.4)); float _e1827 = fbm(((P_1.xz * 0.5) + vec2(9.0))); float pud_1 = smoothstep(0.62, 0.7, _e1827); if ((variant < 1.0)) { float _e1840 = _group_0_binding_0_fs.misc.w; albedo = mix(base, (vec3(0.6, 0.58, 0.54) * _e1840), 0.65); float seam_2 = smoothstep(0.03, 0.0, (abs((fract((P_1.x / 3.0)) - 0.5)) - 0.48)); vec3 _e1856 = albedo; albedo = ((_e1856 * (0.7 + (0.4 * _e1820))) * (1.0 - (0.35 * seam_2))); } else { if ((variant < 2.0)) { vec2 cell_1 = floor((P_1.xz / vec2(1.6, 2.3))); float _e1879 = hash21_((cell_1 + vec2(5.0, 1.0))); float patchK = step(0.72, _e1879); float lap_1 = smoothstep(0.025, 0.0, (abs((fract((P_1.z / 0.95)) - 0.5)) - 0.47)); float _e1906 = _group_0_binding_0_fs.misc.w; albedo = ((mix(vec3(0.2, 0.2, 0.22), vec3(0.32, 0.31, 0.3), patchK) * _e1906) * (0.85 + (0.3 * _e1820))); vec3 _e1913 = albedo; albedo = (_e1913 * (1.0 - (0.3 * lap_1))); } else { if ((variant < 3.0)) { float sx_1 = smoothstep(0.02, 0.0, (abs((fract((P_1.x / 1.8)) - 0.5)) - 0.485)); float _e1941 = fbm(((P_1.xz * vec2(0.6, 2.2)) + vec2(4.0))); float grime = smoothstep(0.45, 0.8, _e1941); float _e1952 = _group_0_binding_0_fs.misc.w; albedo = (((vec3(0.8, 0.8, 0.78) * _e1952) * (1.0 - (0.12 * sx_1))) * (1.0 - (0.3 * grime))); vec3 _e1964 = albedo; float _e1972 = _group_0_binding_0_fs.misc.w; float _e1980 = fbm(((P_1.xz * 0.5) + vec2(9.0))); albedo = mix(_e1964, (vec3(0.42, 0.36, 0.28) * _e1972), (smoothstep(0.55, 0.62, _e1980) * 0.5)); } else { float rib = smoothstep(0.06, 0.0, (abs((fract((P_1.x / 0.5)) - 0.5)) - 0.44)); float fade = (0.85 + (0.25 * _e1820)); albedo = ((clamp((base * 1.25), vec3(0.0), vec3(0.85)) * fade) * (1.0 + (0.35 * rib))); gloss = 0.45; } } } float _e2022 = _group_0_binding_0_fs.params.x; wet = ((pud_1 * 0.8) * _e2022); float _e2024 = gloss; gloss = max(_e2024, pud_1); } else { if ((mat == 4)) { vec3 _e2028 = albedo; emissive = (_e2028 * 4.0); } else { if ((mat == 5)) { float _e2043 = fbm(((P_1.xz * 3.0) + vec2((t_4 * 0.4), (-(t_4) * 0.3)))); float pulse = (0.75 + (0.25 * sin((((t_4 * 3.0) + (P_1.x * 2.0)) + P_1.z)))); float _e2070 = _group_0_binding_0_fs.params.y; emissive = (((vec3(0.1, 0.8, 1.0) * (1.2 + (_e2043 * 1.4))) * pulse) * (1.0 + _e2070)); albedo = vec3(0.04, 0.45, 0.65); } else { if ((mat == 0)) { vec3 _e2080 = albedo; float _e2090 = fbm(((P_1.xz * 1.9) + vec2((P_1.y * 1.3), P_1.y))); albedo = (_e2080 * (0.9 + (0.2 * _e2090))); } else { if ((mat == 6)) { gloss = 0.8; vec3 _e2099 = albedo; float _e2106 = fbm(((P_1.xz * 3.0) + vec2(P_1.y))); albedo = (_e2099 * (0.85 + (0.15 * _e2106))); } else { if ((mat == 14)) { vec2 suv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2123 = textureLod(_group_0_binding_3_fs, vec2(suv), 0.0); vec3 img = _e2123.xyz; vec2 cell_2 = fract((suv * vec2(220.0, 110.0))); float led = (((smoothstep(0.0, 0.18, cell_2.x) * smoothstep(1.0, 0.82, cell_2.x)) * smoothstep(0.0, 0.18, cell_2.y)) * smoothstep(1.0, 0.82, cell_2.y)); float edge_1 = (((smoothstep(0.0, 0.04, suv.x) * smoothstep(1.0, 0.96, suv.x)) * smoothstep(0.0, 0.06, suv.y)) * smoothstep(1.0, 0.94, suv.y)); float flick_1 = (0.96 + (0.04 * sin(((t_4 * 50.0) + (suv.y * 30.0))))); emissive = ((((pow(img, vec3(1.7)) * (0.5 + (0.8 * led))) * 3.2) * edge_1) * flick_1); albedo = vec3(0.02, 0.02, 0.03); gloss = 1.0; } else { if ((mat == 18)) { vec2 buv = clamp(i_11.uv, vec2(0.0), vec2(1.0)); vec4 _e2207 = textureLod(_group_0_binding_6_fs, vec2(buv), 0.0); vec3 img_1 = _e2207.xyz; albedo = ((img_1 * 0.9) + vec3(0.01)); emissive = (pow(img_1, vec3(1.3)) * 5.0); gloss = 0.55; } else { if ((mat == 15)) { vec2 q_2 = i_11.uv; float r = length(q_2); float _e2229 = _group_0_binding_1_fs.offset.w; float _e2235 = _group_0_binding_1_fs.offset.w; float _e2238 = fbm(((q_2 * 2.6) + vec2((_e2229 * 1.7), _e2235))); float edge_2 = (0.62 + (0.42 * _e2238)); if ((r > edge_2)) { discard; } float soot = pow(smoothstep(edge_2, (edge_2 * 0.15), r), 0.8); float _e2260 = _group_0_binding_1_fs.offset.w; float _e2263 = fbm((vec2((atan(q_2.y, q_2.x) * 3.0), (r * 4.0)) + vec2(_e2260))); float streaks = (0.75 + (0.25 * _e2263)); float ang = atan(q_2.y, q_2.x); float _e2279 = _group_0_binding_1_fs.offset.w; float crack_1 = (1.0 - smoothstep(0.0, 0.05, (abs(sin((((ang * 5.0) + (_e2238 * 7.0)) + _e2279))) * (0.35 + r)))); float _e2306 = _group_0_binding_1_fs.tint.x; albedo = (mix(vec3(0.19, 0.18, 0.17), vec3(0.015, 0.013, 0.012), (soot * streaks)) * (1.0 - (((crack_1 * 0.85) * _e2306) * smoothstep(0.1, 0.4, r)))); gloss = 0.0; wet = 0.0; } else { if ((mat == 16)) { su = i_11.uv.x; vec3 _e2322 = N_1; if ((dot(_e2322, V) < 0.0)) { float _e2326 = su; float _e2336 = su; su = ((((2.0 * floor((_e2326 * 2.0))) * 0.5) + 0.49804688) - _e2336); } float _e2340 = su; vec4 _e2350 = textureLod(_group_0_binding_5_fs, vec2(clamp(vec2(_e2340, i_11.uv.y), vec2(0.0), vec2(1.0))), 0.0); vec3 img_2 = _e2350.xyz; float _e2360 = _group_0_binding_0_fs.misc.x; emissive = ((pow(img_2, vec3(1.5)) * 3.4) * (0.35 + (0.65 * _e2360))); albedo = vec3(0.03, 0.03, 0.035); gloss = 0.8; } else { if ((mat == 17)) { albedo = vec3(0.018, 0.022, 0.03); gloss = 1.0; wet = 0.7; float st = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float band_1 = (smoothstep(0.0, 0.06, st) * smoothstep(0.34, 0.2, st)); envK = (0.55 + (1.9 * band_1)); } else { if ((mat == 19)) { vec3 lq = i_11.lp.xyz; int ty_1 = int(roundEven(i_11.uv.x)); bool wr = (i_11.uv.y > 9.5); bool burnt = (i_11.uv.y > 19.5); float kr = (i_11.uv.y - (burnt ? 20.0 : (wr ? 10.0 : 0.0))); vec4 T = tz[min(max(ty_1, 0), 4)]; vec4 Dz = td[min(max(ty_1, 0), 4)]; bool side = (abs(i_11.lp.w) > 0.45); bool top = (kr > 4.5); float ax_2 = abs(lq.x); if (side) { float inDoor = (step(0.36, lq.y) * step(lq.y, (Dz.w - 0.02))); float _e2513 = seam; float _e2520 = aaBand(lq.z, (Dz.x - 0.024), (Dz.x + 0.024), fwL.z); seam = max(_e2513, (_e2520 * inDoor)); float _e2523 = seam; float _e2530 = aaBand(lq.z, (Dz.y - 0.024), (Dz.y + 0.024), fwL.z); seam = max(_e2523, (_e2530 * inDoor)); float _e2533 = seam; float _e2540 = aaBand(lq.z, (Dz.z - 0.024), (Dz.z + 0.024), fwL.z); seam = max(_e2533, (((_e2540 * inDoor) * step(abs((Dz.z - Dz.y)), 2.0)) * step(0.05, abs((Dz.z - Dz.y))))); float _e2565 = aaBand(lq.y, (Dz.w - 0.16), (Dz.w - 0.1), fwL.y); float _e2566 = seam; float _e2575 = aaBand(lq.z, (Dz.y - 0.32), (Dz.y - 0.12), fwL.z); float _e2584 = aaBand(lq.z, (Dz.z - 0.32), (Dz.z - 0.12), fwL.z); seam = max(_e2566, ((_e2565 * (_e2575 + (_e2584 * step(0.05, abs((Dz.z - Dz.y)))))) * 0.8)); } if (top) { local_11 = (kr < 7.5); } else { local_11 = false; } bool _e2602 = local_11; if (_e2602) { float hood = (step((T.x + 0.2), lq.z) * step(lq.z, (Dz.x - 0.08))); float _e2614 = seam; float _e2620 = aaBand(ax_2, (0.66 - 0.024), (0.66 + 0.024), fwL.x); seam = max(_e2614, (_e2620 * hood)); float _e2623 = seam; float _e2634 = aaBand(lq.z, ((T.x + 0.2) - 0.024), ((T.x + 0.2) + 0.024), fwL.z); seam = max(_e2623, (_e2634 * step(ax_2, 0.66))); if ((ty_1 == 0)) { float deck = (step(1.42, lq.z) * step(lq.z, (T.y - 0.12))); float _e2650 = seam; float _e2656 = aaBand(ax_2, (0.68 - 0.024), (0.68 + 0.024), fwL.x); seam = max(_e2650, (_e2656 * deck)); float _e2659 = seam; float _e2666 = aaBand(lq.z, (1.42 - 0.024), (1.42 + 0.024), fwL.z); seam = max(_e2659, (_e2666 * step(ax_2, 0.68))); } } if ((kr > 7.5)) { float _e2673 = seam; float _e2677 = aaBand(ax_2, 0.53, 0.6, fwL.x); seam = max(_e2673, (_e2677 * 0.8)); } vec3 _e2681 = albedo; float _e2682 = seam; albedo = (_e2681 * (1.0 - (0.93 * _e2682))); float _e2688 = envK; float _e2689 = seam; envK = (_e2688 * (1.0 - (0.9 * _e2689))); float _e2695 = seam; specK = (1.0 - (0.9 * _e2695)); if (side) { float dF = length(vec2((lq.z - T.z), (lq.y - 0.35))); float dR = length(vec2((lq.z - T.w), (lq.y - 0.35))); float dA = min(dF, dR); vec3 _e2717 = albedo; float _e2731 = aaBand(dA, 0.46, 0.5, (fwL.z + fwL.y)); albedo = ((_e2717 * (1.0 - (0.5 * smoothstep(0.78, 0.46, dA)))) * (1.0 - (0.5 * _e2731))); } float _e2748 = noise(vec2((lq.z * 3.1), ((lq.y * 9.0) + (lq.x * 2.0)))); float grime_1 = ((smoothstep(0.78, 0.32, lq.y) * (0.45 + (0.55 * _e2748))) * (wr ? 0.6 : 0.38)); vec3 _e2762 = albedo; vec3 _e2763 = albedo; albedo = mix(_e2762, ((_e2763 * 0.55) + vec3(0.05, 0.045, 0.035)), grime_1); if (top) { vec3 _e2772 = albedo; float _e2778 = noise((lq.xz * vec2(6.0, 2.5))); albedo = (_e2772 * (0.94 + (0.08 * _e2778))); } float _e2787 = aaBand(ax_2, 0.4, 0.78, fwL.x); float lens = ((_e2787 * step(0.5, lq.y)) * (burnt ? 0.0 : 1.0)); float fL = (lens * (1.0 - smoothstep((T.x + 0.16), (T.x + 0.2), lq.z))); float rL = (lens * smoothstep((T.y - 0.2), (T.y - 0.16), lq.z)); if (((fL + rL) > 0.0)) { float _e2822 = aaBand(ax_2, 0.43, 0.75, fwL.x); float rim_1 = (1.0 - _e2822); vec3 _e2825 = albedo; albedo = mix(_e2825, mix(vec3(0.78, 0.8, 0.82), vec3(0.95), rim_1), fL); vec3 _e2834 = albedo; albedo = mix(_e2834, mix(vec3(0.5, 0.025, 0.035), (vec3(0.9, 0.5, 0.2) * step(0.63, ax_2)), (rim_1 * 0.5)), rL); emissive = ((vec3(1.0, 0.06, 0.05) * rL) * (wr ? 0.0 : 0.9)); gloss = 1.0; } if (burnt) { float _e2869 = _group_0_binding_1_fs.offset.w; float _e2872 = fbm(((lq.xz * 2.2) + vec2((lq.y * 3.0), _e2869))); float rust_1 = smoothstep(0.45, 0.7, _e2872); float _e2884 = fbm(((lq.zy * vec2(1.6, 3.0)) + vec2(7.0))); float soot_1 = clamp((smoothstep(0.35, 0.65, _e2884) + (smoothstep(-0.6, -1.6, lq.z) * 0.6)), 0.0, 1.0); vec3 _e2898 = albedo; albedo = mix(_e2898, (vec3(0.2, 0.09, 0.04) * (0.7 + (0.6 * _e2872))), (rust_1 * 0.7)); vec3 _e2911 = albedo; albedo = mix(_e2911, vec3(0.018, 0.016, 0.015), (soot_1 * 0.75)); } float _e2919 = gloss; gloss = max(_e2919, (burnt ? 0.05 : (wr ? 0.35 : 0.82))); } else { if ((mat == 20)) { vec3 paint = albedo; bool sideW = (abs(i_11.lp.w) > 0.45); float fu_1 = fwUV.x; float fv_1 = fwUV.y; float pw = (sideW ? 0.045 : 0.07); float _e2943 = aaBand(i_11.uv.x, pw, (1.0 - pw), fu_1); float _e2950 = aaBand(i_11.uv.y, 0.07, (sideW ? 0.9 : 0.93), fv_1); frame = (1.0 - (_e2943 * _e2950)); if (sideW) { float _e2955 = frame; float _e2960 = aaBand(i_11.uv.x, 0.47, 0.53, fu_1); frame = max(_e2955, _e2960); } float _e2966 = aaBand(i_11.uv.y, 0.07, 0.12, fv_1); float _e2967 = frame; float seal = (_e2966 * (1.0 - _e2967)); float _e2975 = frame; albedo = mix(vec3(0.018, 0.022, 0.03), paint, _e2975); vec3 _e2977 = albedo; albedo = mix(_e2977, vec3(0.01), (seal * 0.8)); gloss = 1.0; float _e2984 = frame; wet = (0.7 * (1.0 - _e2984)); float _e2989 = frame; float inside = (((1.0 - _e2989) * (1.0 - smoothstep(0.2, 0.45, i_11.uv.y))) * (sideW ? 0.0 : 1.0)); vec3 _e3004 = albedo; albedo = (_e3004 + (vec3(0.035, 0.035, 0.04) * inside)); float st_1 = fract(((((P_1.x * 0.7) + (P_1.z * 0.45)) * 0.9) + (P_1.y * 0.6))); float bnd = (smoothstep(0.0, 0.06, st_1) * smoothstep(0.34, 0.2, st_1)); float _e3032 = frame; float _e3040 = frame; float _e3049 = frame; envK = ((mix(0.6, 1.0, _e3032) * mix((0.7 + (2.2 * bnd)), 1.0, _e3040)) * mix(0.8, 1.35, (smoothstep(0.1, 0.9, i_11.uv.y) * (1.0 - _e3049)))); } else { if ((mat == 8)) { float _e3069 = fbm(vec2((P_1.x * 3.0), ((P_1.y * 2.0) - (t_4 * 4.0)))); emissive = (mix(vec3(1.0, 0.25, 0.02), vec3(1.0, 0.85, 0.3), _e3069) * (3.0 + (3.0 * _e3069))); } } } } } } } } } } } } } } } } } } } } } vec3 _e3084 = emissive; float _e3088 = _group_0_binding_0_fs.misc.x; emissive = (_e3084 * _e3088); vec3 _e3090 = albedo; vec3 _e3091 = albedo; float _e3101 = _group_0_binding_0_fs.misc.z; albedo = mix(_e3090, vec3(dot(_e3091, vec3(0.3, 0.55, 0.15))), _e3101); float _e3104 = N_1.y; float up = ((_e3104 * 0.5) + 0.5); vec4 _e3111 = _group_0_binding_0_fs.moon; vec3 sunL = normalize(_e3111.xyz); vec3 _e3114 = N_1; float ndl_1 = max(dot(_e3114, sunL), 0.0); vec3 _e3118 = N_1; float _e3119 = sunShadow(P_1, _e3118, ndl_1); vec4 _e3126 = _group_0_binding_0_fs.sunCol; float _e3131 = _group_0_binding_0_fs.moon.w; vec4 _e3137 = _group_0_binding_0_fs.ambient; vec3 bounce = (vec3(0.5, 0.42, 0.34) * (((_e3126.xyz * _e3131) * 0.09) + vec3((length(_e3137.xyz) * 0.3)))); float _e3148 = N_1.y; if ((_e3148 < 0.5)) { ao = mix(0.5, 1.0, smoothstep(0.0, 1.8, P_1.y)); } float _e3161 = N_1.y; if ((_e3161 < 0.5)) { sky = mix(0.32, 1.0, smoothstep(0.0, 16.0, P_1.y)); } else { if ((P_1.y < 0.4)) { float _e3177 = wideAt(P_1.z); sky = mix(0.5, 1.0, smoothstep(8.2, 3.5, (abs(P_1.x) - _e3177))); } } vec4 _e3187 = _group_0_binding_0_fs.ambient; float _e3190 = sky; float _e3199 = ao; light = (((((_e3187.xyz * up) * _e3190) + (bounce * (1.0 - up))) + (bounce * 0.3)) * _e3199); vec3 _e3202 = light; vec4 _e3205 = _group_0_binding_0_fs.sunCol; float _e3210 = _group_0_binding_0_fs.moon.w; light = (_e3202 + (((_e3205.xyz * _e3210) * ndl_1) * _e3119)); float _e3215 = wet; float _e3216 = gloss; float rough = mix(0.7, 0.14, clamp((_e3215 + (_e3216 * 0.5)), 0.0, 1.0)); float a2_ = (((rough * rough) * rough) * rough); float _e3229 = wet; float _e3230 = gloss; float f0_ = (0.03 + (0.45 * clamp((_e3229 + (_e3230 * 0.35)), 0.0, 1.0))); { vec3 H = normalize((sunL + V)); vec3 _e3246 = N_1; float nh = max(dot(_e3246, H), 0.0); float dn = (((nh * nh) * (a2_ - 1.0)) + 1.0); float D = min((a2_ / ((3.14159 * dn) * dn)), 40.0); vec3 _e3262 = spec; vec4 _e3265 = _group_0_binding_0_fs.sunCol; float _e3270 = _group_0_binding_0_fs.moon.w; spec = (_e3262 + (((((_e3265.xyz * _e3270) * D) * ndl_1) * _e3119) * f0_)); } float _e3280 = _group_0_binding_0_fs.ambient.w; int n_5 = int(_e3280); float _e3285 = reflK; if ((_e3285 > 0.01)) { float _e3291 = N_1.y; local_12 = (_e3291 > 0.6); } else { local_12 = false; } bool doRefl = local_12; vec4 _e3298 = _group_0_binding_0_fs.camPos; vec3 camF = _e3298.xyz; float rip = ((sin((((P_1.x * 9.0) + (t_4 * 2.3)) + (sin((P_1.z * 3.1)) * 2.0))) * 0.5) + (sin(((P_1.z * 11.0) - (t_4 * 1.7))) * 0.5)); bool loop_init_2 = true; while(true) { if (!loop_init_2) { int _e3666 = k; k = (_e3666 + 1); } loop_init_2 = false; int _e3328 = k; if ((_e3328 < MAX_LIGHTS)) { } else { break; } { int _e3331 = k; if ((_e3331 >= n_5)) { break; } float _e3336 = _group_0_binding_1_fs.lm.x; float _e3340 = _group_0_binding_1_fs.lm.y; int _e3341 = k; uint mw = uint(((_e3341 >= 20) ? _e3340 : _e3336)); int _e3346 = k; if ((((mw >> uint((_e3346 % 20))) & 1u) == 0u)) { continue; } int _e3357 = k; Light L = _group_0_binding_0_fs.lights[_e3357]; vec3 d = (L.posR.xyz - P_1); float dist = length(d); float r_1 = L.posR.w; if ((L.col.w > 7.5)) { float dxz = length((P_1.xz - L.posR.xz)); float rc_2 = ((L.posR.w * max((L.posR.y - P_1.y), 0.0)) / L.posR.y); float cone = (smoothstep((rc_2 * 1.02), (rc_2 * 0.84), dxz) * (0.7 + (0.3 * smoothstep((rc_2 * 0.8), 0.0, dxz)))); vec3 sdir = normalize((L.posR.xyz - P_1)); vec3 _e3405 = N_1; float lam = max(dot(_e3405, sdir), 0.0); vec3 _e3409 = light; light = (_e3409 + (((L.col.xyz * cone) * (0.35 + (0.65 * lam))) * 1.7)); vec3 Hs = normalize((sdir + V)); vec3 _e3423 = N_1; float nhs = max(dot(_e3423, Hs), 0.0); float dns = (((nhs * nhs) * (a2_ - 1.0)) + 1.0); vec3 _e3433 = spec; spec = (_e3433 + (((((L.col.xyz * cone) * min((a2_ / ((3.14159 * dns) * dns)), 40.0)) * lam) * f0_) * 0.8)); continue; } if (doRefl) { local_13 = (L.posR.y > 0.25); } else { local_13 = false; } bool _e3456 = local_13; if (_e3456) { float ly = L.posR.y; float tm = (camF.y / (camF.y + ly)); vec2 M = (camF.xz + ((L.posR.xz - camF.xz) * tm)); vec2 toCam = (camF.xz - M); vec2 ax_3 = (toCam / vec2(max(length(toCam), 0.001))); vec2 dp = (P_1.xz - M); float along = dot(dp, ax_3); float len = (1.5 + (ly * 2.1)); if ((along > -1.0)) { local_14 = (along < len); } else { local_14 = false; } bool _e3490 = local_14; if (_e3490) { float _e3498 = reflW; float across = (dot(dp, vec2(-(ax_3.y), ax_3.x)) + ((rip * 0.07) * _e3498)); float _e3505 = reflW; float wdt = (((0.1 + (ly * 0.035)) * _e3505) * (1.0 + ((0.6 * max(along, 0.0)) / len))); float ac = exp((-((across * across)) / (wdt * wdt))); float al = (smoothstep(-1.0, -0.2, along) * (1.0 - smoothstep((len * 0.25), len, along))); float br = (0.6 + (0.4 * sin((((along * 7.0) - (t_4 * 3.0)) + (P_1.x * 3.0))))); vec3 lc_1 = (L.col.xyz / vec3(max(1.0, (max(L.col.x, max(L.col.y, L.col.z)) * 0.5)))); vec3 _e3559 = refl; float _e3573 = reflW; refl = (_e3559 + (((((lc_1 * ac) * al) * br) * min(1.0, (3.0 / (1.0 + ((0.04 * ly) * ly))))) / vec3(_e3573))); } } if ((dist > r_1)) { continue; } vec3 ldir = (d / vec3(max(dist, 0.001))); float wn = clamp((1.0 - pow((dist / r_1), 4.0)), 0.0, 1.0); float att = ((wn * wn) / (1.0 + ((dist * dist) * 0.3))); vec3 _e3597 = N_1; float lam_1 = max(dot(_e3597, ldir), 0.0); if ((L.col.w > 0.5)) { local_15 = (L.col.w < 1.5); } else { local_15 = false; } bool isDyn = local_15; float diff = (isDyn ? (0.7 + (0.3 * lam_1)) : lam_1); vec3 _e3618 = light; if (!(isDyn)) { local_16 = (L.col.w > 1.5); } else { local_16 = true; } bool _e3631 = local_16; light = (_e3618 + (((L.col.xyz * att) * diff) * (_e3631 ? 3.6 : 2.4))); vec3 H_1 = normalize((ldir + V)); vec3 _e3639 = N_1; float nh_1 = max(dot(_e3639, H_1), 0.0); float dn_1 = (((nh_1 * nh_1) * (a2_ - 1.0)) + 1.0); float D_1 = min((a2_ / ((3.14159 * dn_1) * dn_1)), 40.0); vec3 _e3655 = spec; spec = (_e3655 + (((((L.col.xyz * D_1) * att) * lam_1) * f0_) * 2.0)); } } if (!((mat == 6))) { local_17 = (mat == 17); } else { local_17 = true; } bool _e3676 = local_17; if (!(_e3676)) { local_18 = (mat == 19); } else { local_18 = true; } bool _e3683 = local_18; if (!(_e3683)) { local_19 = (mat == 20); } else { local_19 = true; } bool _e3690 = local_19; if (_e3690) { vec3 _e3692 = N_1; vec3 R_1 = reflect(-(V), _e3692); vec3 _e3694 = N_1; float ndv = max(dot(_e3694, V), 0.0); if (!((mat == 17))) { local_20 = (mat == 20); } else { local_20 = true; } bool _e3706 = local_20; float c0_ = (_e3706 ? 0.09 : 0.06); float fres = (c0_ + ((1.0 - c0_) * pow((1.0 - ndv), 5.0))); vec4 _e3720 = _group_0_binding_0_fs.ambient; vec3 zen = (_e3720.xyz * 0.9); vec4 _e3726 = _group_0_binding_0_fs.fog; vec4 _e3732 = _group_0_binding_0_fs.sunCol; float _e3737 = _group_0_binding_0_fs.moon.w; vec3 hor = (((_e3726.xyz * 1.2) + ((_e3732.xyz * _e3737) * 0.12)) * 1.8); vec3 skyR = (mix(zen, hor, smoothstep(0.6, 0.08, R_1.y)) * smoothstep(-0.35, 0.0, R_1.y)); vec3 _e3754 = spec; float _e3756 = sky; float _e3761 = ao; float _e3763 = envK; spec = (_e3754 + ((((skyR * fres) * mix(0.55, 1.0, _e3756)) * _e3761) * _e3763)); if ((mat == 19)) { local_21 = (i_11.uv.y < 19.5); } else { local_21 = false; } bool _e3775 = local_21; if (_e3775) { vec3 Hc = normalize((sunL + V)); vec3 _e3778 = N_1; float gl = pow(max(dot(_e3778, Hc), 0.0), 220.0); vec3 _e3784 = spec; vec4 _e3787 = _group_0_binding_0_fs.sunCol; float _e3792 = _group_0_binding_0_fs.moon.w; spec = (_e3784 + (((((_e3787.xyz * _e3792) * gl) * ndl_1) * _e3119) * 0.9)); } } vec3 _e3800 = albedo; vec3 _e3801 = light; vec3 _e3803 = emissive; vec3 _e3805 = spec; float _e3806 = specK; vec3 _e3809 = refl; float _e3810 = reflK; col_1 = ((((_e3800 * _e3801) + _e3803) + (_e3805 * _e3806)) + ((_e3809 * _e3810) * 0.8)); vec3 _e3816 = col_1; vec3 _e3817 = albedo; float _e3826 = _group_0_binding_0_fs.params.z; col_1 = (_e3816 + (((_e3817 * vec3(1.0, 0.9, 0.75)) * _e3826) * 0.45)); vec4 _e3833 = _group_0_binding_0_fs.camPos; float dist_1 = length((_e3833.xyz - P_1)); float _e3840 = _group_0_binding_0_fs.fog.w; float fogF = (1.0 - exp((-(_e3840) * max((dist_1 - 22.0), 0.0)))); float _e3853 = _group_0_binding_0_fs.misc.w; float mistK = ((_e3853 > 0.99) ? 0.0 : 1.0); float _e3874 = noise(((P_1.xz * 0.15) + vec2((t_4 * 0.05), 0.0))); float mist = (((smoothstep(1.4, 0.0, P_1.y) * 0.25) * mistK) * (0.6 + (0.4 * _e3874))); vec3 _e3880 = col_1; vec4 _e3883 = _group_0_binding_0_fs.fog; col_1 = mix(_e3880, _e3883.xyz, clamp((fogF + (mist * 0.5)), 0.0, 0.92)); vec3 _e3894 = col_1; o_3.color = vec4(_e3894, 1.0); vec3 vn = normalize(i_11.vnz.xyz); float vz = i_11.vnz.w; if ((P_1.y < 0.3)) { float _e3910 = N_1.y; local_22 = (_e3910 > 0.7); } else { local_22 = false; } bool _e3914 = local_22; o_3.nd = vec4(vn, (_e3914 ? -(vz) : vz)); FOut _e3917 = o_3; return _e3917; } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_fs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_3 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_3.y * 4u) + q_3.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_2 = i_13.wpos; vec3 vn_1 = normalize(i_13.vnz.xyz); float vz_1 = i_13.vnz.w; if ((P_2.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn_1, (_e19 ? -(vz_1) : vz_1)); } void main() { VOut i_5 = VOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5); bool _e1 = nearCut(i_5); if (_e1) { discard; } FOut _e2 = shadeAll(i_5); _fs2p_location0 = _e2.color; return; }  fs_nd_cutmainï(#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; layout(std140) uniform Frame_block_0Fragment { Frame _group_0_binding_0_fs; }; smooth in vec3 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec4 _vs2fs_location2; smooth in vec2 _vs2fs_location3; smooth in vec4 _vs2fs_location4; smooth in vec4 _vs2fs_location5; layout(location = 0) out vec4 _fs2p_location0; float wideAt(float z) { float _e4 = _group_0_binding_0_fs.wq.z; int n_2 = int(_e4); float _e9 = _group_0_binding_0_fs.wq.x; float _e14 = _group_0_binding_0_fs.wq.y; float f = clamp(((z - _e9) * _e14), 0.0, (float((n_2 - 1)) - 0.001)); int i_14 = int(floor(f)); float t = (f - float(i_14)); float a_1 = _group_0_binding_0_fs.wwide[(i_14 / 4)][(i_14 % 4)]; float b_1 = _group_0_binding_0_fs.wwide[((i_14 + 1) / 4)][((i_14 + 1) % 4)]; return mix(a_1, b_1, t); } vec3 sway(vec3 wp_1, float m) { bool local_3 = false; if (!((abs((m - 1.2)) > 0.04))) { local_3 = (wp_1.y < 2.0); } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = _group_0_binding_0_fs.camPos.w; float a_2 = clamp(((wp_1.y - 2.0) * 0.045), 0.0, 0.16); float ph = ((wp_1.x * 0.37) + (wp_1.z * 0.23)); float gust = (0.65 + (0.35 * sin(((t_1 * 0.31) + (wp_1.z * 0.05))))); float dx = (((sin(((t_1 * 1.3) + ph)) + (0.3 * sin((((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0))))) * a_2) * gust); float dz = ((((sin((((t_1 * 1.1) + (ph * 1.3)) + 1.7)) + (0.3 * sin(((t_1 * 4.1) + (wp_1.x * 2.1))))) * a_2) * 0.6) * gust); return (wp_1 + vec3(dx, 0.0, dz)); } float kStep(int i_9) { float _e4 = _group_0_binding_0_fs.wq.z; int j_1 = min(max(i_9, 0), (int(_e4) - 2)); vec4 a0_ = _group_0_binding_0_fs.warp[j_1]; vec4 a1_ = _group_0_binding_0_fs.warp[(j_1 + 1)]; float _e30 = _group_0_binding_0_fs.wq.y; return (((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30); } float kNode(int i_10) { float _e3 = kStep((i_10 - 1)); float _e4 = kStep(i_10); return (0.5 * (_e3 + _e4)); } vec3 bend(vec3 p_2) { float x = 0.0; float ax = 0.0; float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return p_2; } float _e10 = _group_0_binding_0_fs.wq.z; int n_3 = int(_e10); float _e16 = _group_0_binding_0_fs.wq.x; float _e21 = _group_0_binding_0_fs.wq.y; float f_1 = ((p_2.z - _e16) * _e21); if ((f_1 <= 0.0)) { vec4 a_3 = _group_0_binding_0_fs.warp[0]; float _e33 = _group_0_binding_0_fs.wq.x; float dz_1 = (p_2.z - _e33); return vec3(((a_3.x + (a_3.z * dz_1)) + (p_2.x * a_3.w)), p_2.y, ((a_3.y + (a_3.w * dz_1)) - (p_2.x * a_3.z))); } if ((f_1 >= float((n_3 - 1)))) { vec4 a_4 = _group_0_binding_0_fs.warp[(n_3 - 1)]; float _e67 = _group_0_binding_0_fs.wq.x; float _e74 = _group_0_binding_0_fs.wq.y; float dz_2 = (p_2.z - (_e67 + (float((n_3 - 1)) / _e74))); return vec3(((a_4.x + (a_4.z * dz_2)) + (p_2.x * a_4.w)), p_2.y, ((a_4.y + (a_4.w * dz_2)) - (p_2.x * a_4.z))); } int i_15 = int(floor(f_1)); float t_2 = (f_1 - float(i_15)); vec4 a0_1 = _group_0_binding_0_fs.warp[i_15]; vec4 a1_1 = _group_0_binding_0_fs.warp[(i_15 + 1)]; float phi = (atan(((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z)), ((a0_1.w * a1_1.w) + (a0_1.z * a1_1.z))) * t_2); float hh = (phi * 0.5); float sc = ((abs(hh) < 1e-5) ? 1.0 : (sin(hh) / hh)); float _e138 = _group_0_binding_0_fs.wq.y; float dz_3 = ((t_2 / _e138) * sc); float ch = cos(hh); float sh = sin(hh); float cp = cos(phi); float sp = sin(phi); vec4 c = vec4((a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh)))), (a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh)))), ((a0_1.z * cp) + (a0_1.w * sp)), ((a0_1.w * cp) - (a0_1.z * sp))); float _e172 = kNode(i_15); float _e175 = kNode((i_15 + 1)); float k_1 = mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if (((_e179 * k_1) > 0.0)) { float lim = (0.82 / abs(k_1)); float _e186 = x; ax = abs(_e186); float _e189 = ax; if ((_e189 > (lim * 0.6))) { float _e197 = ax; ax = ((lim * 0.6) + ((lim * 0.4) * (1.0 - exp((-((_e197 - (lim * 0.6))) / (lim * 0.4)))))); } float _e210 = x; float _e212 = ax; x = (sign(_e210) * _e212); } float _e215 = x; float _e221 = x; return vec3((c.x + (_e215 * c.w)), p_2.y, (c.y - (_e221 * c.z))); } vec2 bendH(float z_1) { float _e4 = _group_0_binding_0_fs.wq.w; if ((_e4 < 0.5)) { return vec2(0.0, 1.0); } float _e13 = _group_0_binding_0_fs.wq.z; int n_4 = int(_e13); float _e18 = _group_0_binding_0_fs.wq.x; float _e23 = _group_0_binding_0_fs.wq.y; float f_2 = clamp(((z_1 - _e18) * _e23), 0.0, (float((n_4 - 1)) - 0.001)); int i_16 = int(floor(f_2)); vec4 a0_2 = _group_0_binding_0_fs.warp[i_16]; vec4 a1_2 = _group_0_binding_0_fs.warp[(i_16 + 1)]; float phi_1 = (atan(((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z)), ((a0_2.w * a1_2.w) + (a0_2.z * a1_2.z))) * (f_2 - float(i_16))); return vec2(((a0_2.z * cos(phi_1)) + (a0_2.w * sin(phi_1))), ((a0_2.w * cos(phi_1)) - (a0_2.z * sin(phi_1)))); } float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_17 = floor(p_4); vec2 f_3 = fract(p_4); vec2 u_2 = ((f_3 * f_3) * (vec2(3.0) - (2.0 * f_3))); float _e10 = hash21_(i_17); float _e15 = hash21_((i_17 + vec2(1.0, 0.0))); float _e20 = hash21_((i_17 + vec2(0.0, 1.0))); float _e25 = hash21_((i_17 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx_1 = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t_3 = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t_3)), (dir.z * t_3)); uv = vec2((hp.x / w), (hp.y / h)); if ((t_3 == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t_3 == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c_1 = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag)); return vec4(c_1, (clamp((tag + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } bool nearCut(VOut i_12) { bool local_23 = false; float _e4 = _group_0_binding_0_fs.wq.w; float fd = abs(_e4); if (!((fd < 4.0))) { local_23 = (i_12.wpos.y < 0.8); } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = smoothstep((fd * 0.5), (fd * 0.72), i_12.vnz.w); if ((k_2 >= 1.0)) { return false; } uvec2 q_1 = uvec2((uint(i_12.clip.x) & 3u), (uint(i_12.clip.y) & 3u)); float bayer[16] = float[16](0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0); return ((k_2 * 16.0) < (bayer[((q_1.y * 4u) + q_1.x)] + 0.5)); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_1 = i_13.wpos; vec3 vn = normalize(i_13.vnz.xyz); float vz = i_13.vnz.w; if ((P_1.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn, (_e19 ? -(vz) : vz)); } void main() { VOut i_6 = VOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5); bool _e1 = nearCut(i_6); if (_e1) { discard; } vec4 _e2 = ndOut(i_6); _fs2p_location0 = _e2; return; } fs_ndmainZ#version 300 es precision highp float; precision highp int; struct Light { vec4 posR; vec4 col; }; struct Frame { mat4x4 viewProj; mat4x4 view; vec4 camPos; vec4 fog; vec4 moon; vec4 ambient; vec4 params; Light lights[40]; mat4x4 sunVP; vec4 sunCol; vec4 misc; vec4 wq; vec4 warp[72]; vec4 wwide[18]; }; struct Obj { vec4 offset; vec4 tint; vec4 xf; vec4 lm; }; struct VIn { vec3 pos; vec3 nrm; vec4 col; vec2 uv; }; struct VOut { vec4 clip; vec3 wpos; vec3 nrm; vec4 col; vec2 uv; vec4 vnz; vec4 lp; }; struct SOut { vec4 clip; float d; }; struct FOut { vec4 color; vec4 nd; }; const int MAX_LIGHTS = 40; smooth in vec3 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec4 _vs2fs_location2; smooth in vec2 _vs2fs_location3; smooth in vec4 _vs2fs_location4; smooth in vec4 _vs2fs_location5; layout(location = 0) out vec4 _fs2p_location0; float hash21_(vec2 p_3) { vec2 q = vec2(0.0); q = fract((p_3 * vec2(123.34, 456.21))); vec2 _e7 = q; vec2 _e8 = q; vec2 _e9 = q; q = (_e7 + vec2(dot(_e8, (_e9 + vec2(45.32))))); float _e17 = q.x; float _e19 = q.y; return fract((_e17 * _e19)); } float noise(vec2 p_4) { vec2 i_14 = floor(p_4); vec2 f = fract(p_4); vec2 u_2 = ((f * f) * (vec2(3.0) - (2.0 * f))); float _e10 = hash21_(i_14); float _e15 = hash21_((i_14 + vec2(1.0, 0.0))); float _e20 = hash21_((i_14 + vec2(0.0, 1.0))); float _e25 = hash21_((i_14 + vec2(1.0, 1.0))); return mix(mix(_e10, _e15, u_2.x), mix(_e20, _e25, u_2.x), u_2.y); } float fbm(vec2 p_5) { float _e1 = noise(p_5); float _e9 = noise(((p_5 * 2.13) + vec2(3.1))); float _e18 = noise(((p_5 * 4.7) + vec2(7.7))); return (((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15)); } vec4 room(vec2 o_2, vec3 dir, float w, float h, float depth) { float surf = 0.0; float shade = 1.0; vec2 uv = vec2(0.0); float dx = (((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x); float dy = (((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y); float tx = ((dx > 0.0) ? ((w - o_2.x) / dx) : ((0.0 - o_2.x) / dx)); float ty = ((dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy)); float tz_1 = (depth / max(dir.z, 0.001)); float t = min(tx, min(ty, tz_1)); vec3 hp = vec3((o_2 + (dir.xy * t)), (dir.z * t)); uv = vec2((hp.x / w), (hp.y / h)); if ((t == tx)) { surf = 1.0; shade = 0.62; uv = vec2((hp.z / depth), (hp.y / h)); } else { if ((t == ty)) { surf = ((dy < 0.0) ? 2.0 : 3.0); shade = ((dy < 0.0) ? 0.42 : 0.95); uv = vec2((hp.x / w), (hp.z / depth)); } } float _e87 = shade; shade = (_e87 * mix(1.0, 0.55, clamp((hp.z / depth), 0.0, 1.0))); float _e97 = shade; vec2 _e98 = uv; float _e99 = surf; return vec4(_e97, _e98, _e99); } vec4 graffiti(float u, float v_2, float seed) { vec3 col = vec3(1.0, 0.18, 0.55); float panel = floor((u / 3.2)); float _e9 = hash21_(vec2(panel, (seed + 5.0))); float on = ((step(_e9, 0.45) * step(v_2, 2.5)) * step(0.25, v_2)); float _e29 = fbm((vec2((u * 1.1), (v_2 * 2.2)) + vec2((seed * 3.1), (panel * 7.0)))); float tag = (smoothstep(0.6, 0.63, _e29) * on); float rim = ((smoothstep(0.55, 0.58, _e29) - smoothstep(0.6, 0.63, _e29)) * on); float _e45 = hash21_(vec2((panel + 2.0), seed)); if ((_e45 > 0.33)) { col = vec3(0.15, 0.8, 1.0); } if ((_e45 > 0.7)) { col = vec3(1.0, 0.82, 0.2); } vec3 _e67 = col; vec3 c = mix(vec3(0.02, 0.02, 0.03), _e67, step(rim, tag)); return vec4(c, (clamp((tag + rim), 0.0, 1.0) * 0.85)); } float bands(float x_1) { return (((smoothstep(0.02, 0.06, x_1) * 0.38) + (smoothstep(0.34, 0.38, x_1) * 0.34)) + (smoothstep(0.68, 0.72, x_1) * 0.28)); } float aaBand(float x_2, float a, float b, float w_1) { float ww = max(w_1, 0.0001); return (smoothstep((a - ww), (a + ww), x_2) * (1.0 - smoothstep((b - ww), (b + ww), x_2))); } vec4 ndOut(VOut i_13) { bool local_24 = false; vec3 N_2 = normalize(i_13.nrm); vec3 P_1 = i_13.wpos; vec3 vn = normalize(i_13.vnz.xyz); float vz = i_13.vnz.w; if ((P_1.y < 0.3)) { local_24 = (N_2.y > 0.7); } else { local_24 = false; } bool _e19 = local_24; return vec4(vn, (_e19 ? -(vz) : vz)); } void main() { VOut i_7 = VOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5); vec4 _e1 = ndOut(i_7); _fs2p_location0 = _e1; return; }  à @õŠ÷Å�ñKFrame_block_0VertexObj_block_1VertexFrame_block_0FragmentObj_block_1Fragment_group_0_binding_2_fs_group_0_binding_6_fs_group_0_binding_3_fs_group_0_binding_5_fs vs_shadow vs_shadow fs_shadow fs_shadowfs_depthfs_depthvs_mainvs_mainfs_mainfs_main fs_main_cut fs_main_cutfs_colorfs_color fs_color_cut fs_color_cut fs_nd_cut fs_nd_cutfs_ndfs_nd0ž// language: metal2.2 #include #include using metal::uint; struct Light { metal::float4 posR; metal::float4 col; }; struct type_3 { Light inner[40]; }; struct type_4 { metal::float4 inner[72]; }; struct type_5 { metal::float4 inner[18]; }; struct Frame { metal::float4x4 viewProj; metal::float4x4 view; metal::float4 camPos; metal::float4 fog; metal::float4 moon; metal::float4 ambient; metal::float4 params; type_3 lights; metal::float4x4 sunVP; metal::float4 sunCol; metal::float4 misc; metal::float4 wq; type_4 warp; type_5 wwide; }; struct Obj { metal::float4 offset; metal::float4 tint; metal::float4 xf; metal::float4 lm; }; struct VIn { metal::float3 pos; metal::float3 nrm; metal::float4 col; metal::float2 uv; char _pad4[8]; }; struct VOut { metal::float4 clip; metal::float3 wpos; metal::float3 nrm; metal::float4 col; metal::float2 uv; char _pad5[8]; metal::float4 vnz; metal::float4 lp; }; struct SOut { metal::float4 clip; float d; char _pad2[12]; }; struct FOut { metal::float4 color; metal::float4 nd; }; struct type_14 { metal::float4 inner[5]; }; struct type_16 { float inner[16]; }; constant int MAX_LIGHTS = 40; int naga_f2i32(float value) { return static_cast(metal::clamp(value, -2147483600.0, 2147483500.0)); } int naga_div(int lhs, int rhs) { return lhs / metal::select(rhs, 1, (lhs == (-2147483647 - 1) & rhs == -1) | (rhs == 0)); } int naga_mod(int lhs, int rhs) { int divisor = metal::select(rhs, 1, (lhs == (-2147483647 - 1) & rhs == -1) | (rhs == 0)); return lhs - (lhs / divisor) * divisor; } float wideAt( float z, constant Frame& F ) { float _e4 = F.wq.z; int n_2 = naga_f2i32(_e4); float _e9 = F.wq.x; float _e14 = F.wq.y; float f = metal::clamp((z - _e9) * _e14, 0.0, static_cast(as_type(as_type(n_2) - as_type(1))) - 0.001); int i_14 = naga_f2i32(metal::floor(f)); float t = f - static_cast(i_14); float a_1 = F.wwide.inner[metal::min(unsigned(naga_div(i_14, 4)), 17u)][metal::min(unsigned(naga_mod(i_14, 4)), 3u)]; float b_1 = F.wwide.inner[metal::min(unsigned(naga_div(as_type(as_type(i_14) + as_type(1)), 4)), 17u)][metal::min(unsigned(naga_mod(as_type(as_type(i_14) + as_type(1)), 4)), 3u)]; return metal::mix(a_1, b_1, t); } metal::float3 objRot( metal::float3 p, constant Obj& O ) { float _e4 = O.xf.w; float cr = metal::cos(_e4); float _e9 = O.xf.w; float sr = metal::sin(_e9); metal::float3 a_2 = metal::float3((p.x * cr) - (p.y * sr), (p.x * sr) + (p.y * cr), p.z); float _e26 = O.xf.z; float cp = metal::cos(_e26); float _e31 = O.xf.z; float sp = metal::sin(_e31); metal::float3 b_2 = metal::float3(a_2.x, (a_2.y * cp) + (a_2.z * sp), (-(a_2.y) * sp) + (a_2.z * cp)); float _e49 = O.xf.x; float c = metal::cos(_e49); float _e54 = O.xf.x; float s = metal::sin(_e54); return metal::float3((b_2.x * c) + (b_2.z * s), b_2.y, (-(b_2.x) * s) + (b_2.z * c)); } metal::float3 objPos( metal::float3 p_1, metal::float3 n, constant Frame& F, constant Obj& O ) { metal::float3 wp = {}; float _e5 = O.xf.y; float _e9 = O.xf.y; float sc = (_e9 == 0.0) ? 1.0 : _e5; metal::float3 _e15 = objRot(p_1 * sc, O); metal::float4 _e18 = O.offset; wp = _e15 + _e18.xyz; float _e25 = O.lm.z; if (_e25 > 0.5) { float tag = metal::length(n); float _e30 = wp.x; bool byX = metal::abs(_e30) >= 4.7; bool stays = tag > 2.5; bool slide = (tag < 1.5) ? byX : !(stays); if (slide) { float _e41 = wp.x; float _e43 = wp.x; float _e46 = wp.z; float _e47 = wideAt(_e46, F); wp.x = _e41 + (metal::sign(_e43) * _e47); } else { if (stays) { float _e51 = wp.z; float _e52 = wideAt(_e51, F); float ax_1 = (tag - 3.0) * 20.0; if (_e52 < 0.0) { float _e60 = wp.x; float _e62 = wp.x; wp.x = _e60 + ((metal::sign(_e62) * _e52) * metal::smoothstep(2.5, 4.7, ax_1)); } } } } metal::float3 _e70 = wp; return _e70; } metal::float3 objNrm( metal::float3 n_1, constant Obj& O ) { metal::float3 _e1 = objRot(n_1, O); return _e1; } metal::float3 sway( metal::float3 wp_1, float m, constant Frame& F ) { bool local_3 = {}; if (!((metal::abs(m - 1.2) > 0.04))) { local_3 = wp_1.y < 2.0; } else { local_3 = true; } bool _e14 = local_3; if (_e14) { return wp_1; } float t_1 = F.camPos.w; float a_3 = metal::clamp((wp_1.y - 2.0) * 0.045, 0.0, 0.16); float ph = (wp_1.x * 0.37) + (wp_1.z * 0.23); float gust = 0.65 + (0.35 * metal::sin((t_1 * 0.31) + (wp_1.z * 0.05))); float dx = ((metal::sin((t_1 * 1.3) + ph) + (0.3 * metal::sin(((t_1 * 3.7) + (wp_1.z * 1.9)) + (wp_1.y * 2.0)))) * a_3) * gust; float dz = (((metal::sin(((t_1 * 1.1) + (ph * 1.3)) + 1.7) + (0.3 * metal::sin((t_1 * 4.1) + (wp_1.x * 2.1)))) * a_3) * 0.6) * gust; return wp_1 + metal::float3(dx, 0.0, dz); } int naga_abs(int val) { return metal::select(as_type(-as_type(val)), val, val >= 0); } float sunShadow( metal::float3 P, metal::float3 N, float ndl, constant Frame& F, metal::depth2d tSun, metal::sampler sSun ) { bool local_4 = {}; bool local_5 = {}; bool local_6 = {}; float lit = 0.0; int j = -1; int i_8 = {}; float _e6 = F.sunCol.w; if (_e6 < 0.5) { return 1.0; } metal::float4x4 _e12 = F.sunVP; metal::float4 sp_1 = _e12 * metal::float4(P + (N * 0.06), 1.0); metal::float2 uv_1 = metal::float2((sp_1.x * 0.5) + 0.5, 0.5 - (sp_1.y * 0.5)); if (!((uv_1.x <= 0.0))) { local_4 = uv_1.x >= 1.0; } else { local_4 = true; } bool _e40 = local_4; if (!(_e40)) { local_5 = uv_1.y <= 0.0; } else { local_5 = true; } bool _e48 = local_5; if (!(_e48)) { local_6 = uv_1.y >= 1.0; } else { local_6 = true; } bool _e56 = local_6; if (_e56) { return 1.0; } metal::float2 dim = static_cast(metal::uint2(tSun.get_width(), tSun.get_height())); float bias = 0.0012 + (0.003 * (1.0 - ndl)); float _e70 = F.misc.y; float R = metal::clamp(_e70 * 0.6, 0.75, 2.0); metal::float2 o_4 = metal::float2(R * 0.7) / dim; float dref = sp_1.z - bias; uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e121 = j; j = as_type(as_type(_e121) + as_type(1)); } loop_init = false; int _e86 = j; if (_e86 <= 1) { } else { break; } { i_8 = -1; uint2 loop_bound_1 = uint2(4294967295u); bool loop_init_1 = true; while(true) { if (metal::all(loop_bound_1 == uint2(0u))) { break; } loop_bound_1 -= uint2(loop_bound_1.y == 0u, 1u); if (!loop_init_1) { int _e118 = i_8; i_8 = as_type(as_type(_e118) + as_type(1)); } loop_init_1 = false; int _e91 = i_8; if (_e91 <= 1) { } else { break; } { int _e94 = i_8; int _e98 = j; float w_2 = static_cast(as_type(as_type(as_type(as_type(2) - as_type(naga_abs(_e94)))) * as_type(as_type(as_type(2) - as_type(naga_abs(_e98)))))); float _e104 = lit; int _e107 = i_8; int _e109 = j; float _e114 = tSun.sample_compare(sSun, uv_1 + (metal::float2(static_cast(_e107), static_cast(_e109)) * o_4), dref); lit = _e104 + (w_2 * _e114); } } } } float _e123 = lit; return _e123 / 16.0; } float kStep( int i_9, constant Frame& F ) { float _e4 = F.wq.z; int j_1 = metal::clamp(i_9, 0, as_type(as_type(naga_f2i32(_e4)) - as_type(2))); metal::float4 a0_ = F.warp.inner[metal::min(unsigned(j_1), 71u)]; metal::float4 a1_ = F.warp.inner[metal::min(unsigned(as_type(as_type(j_1) + as_type(1))), 71u)]; float _e30 = F.wq.y; return ((a1_.z * a0_.w) - (a1_.w * a0_.z)) * _e30; } float kNode( int i_10, constant Frame& F ) { float _e3 = kStep(as_type(as_type(i_10) - as_type(1)), F); float _e4 = kStep(i_10, F); return 0.5 * (_e3 + _e4); } metal::float3 bend( metal::float3 p_2, constant Frame& F ) { float x = {}; float ax = {}; float _e4 = F.wq.w; if (_e4 < 0.5) { return p_2; } float _e10 = F.wq.z; int n_3 = naga_f2i32(_e10); float _e16 = F.wq.x; float _e21 = F.wq.y; float f_1 = (p_2.z - _e16) * _e21; if (f_1 <= 0.0) { metal::float4 a_4 = F.warp.inner[0]; float _e33 = F.wq.x; float dz_1 = p_2.z - _e33; return metal::float3((a_4.x + (a_4.z * dz_1)) + (p_2.x * a_4.w), p_2.y, (a_4.y + (a_4.w * dz_1)) - (p_2.x * a_4.z)); } if (f_1 >= static_cast(as_type(as_type(n_3) - as_type(1)))) { metal::float4 a_5 = F.warp.inner[metal::min(unsigned(as_type(as_type(n_3) - as_type(1))), 71u)]; float _e67 = F.wq.x; float _e74 = F.wq.y; float dz_2 = p_2.z - (_e67 + (static_cast(as_type(as_type(n_3) - as_type(1))) / _e74)); return metal::float3((a_5.x + (a_5.z * dz_2)) + (p_2.x * a_5.w), p_2.y, (a_5.y + (a_5.w * dz_2)) - (p_2.x * a_5.z)); } int i_15 = naga_f2i32(metal::floor(f_1)); float t_2 = f_1 - static_cast(i_15); metal::float4 a0_1 = F.warp.inner[metal::min(unsigned(i_15), 71u)]; metal::float4 a1_1 = F.warp.inner[metal::min(unsigned(as_type(as_type(i_15) + as_type(1))), 71u)]; float phi = metal::atan2((a1_1.z * a0_1.w) - (a1_1.w * a0_1.z), (a0_1.w * a1_1.w) + (a0_1.z * a1_1.z)) * t_2; float hh = phi * 0.5; float sc_1 = (metal::abs(hh) < 0.00001) ? 1.0 : (metal::sin(hh) / hh); float _e138 = F.wq.y; float dz_3 = (t_2 / _e138) * sc_1; float ch = metal::cos(hh); float sh = metal::sin(hh); float cp_1 = metal::cos(phi); float sp_2 = metal::sin(phi); metal::float4 c_1 = metal::float4(a0_1.x + (dz_3 * ((a0_1.z * ch) + (a0_1.w * sh))), a0_1.y + (dz_3 * ((a0_1.w * ch) - (a0_1.z * sh))), (a0_1.z * cp_1) + (a0_1.w * sp_2), (a0_1.w * cp_1) - (a0_1.z * sp_2)); float _e172 = kNode(i_15, F); float _e175 = kNode(as_type(as_type(i_15) + as_type(1)), F); float k_1 = metal::mix(_e172, _e175, t_2); x = p_2.x; float _e179 = x; if ((_e179 * k_1) > 0.0) { float lim = 0.82 / metal::abs(k_1); float _e186 = x; ax = metal::abs(_e186); float _e189 = ax; if (_e189 > (lim * 0.6)) { float _e197 = ax; ax = (lim * 0.6) + ((lim * 0.4) * (1.0 - metal::exp(-((_e197 - (lim * 0.6))) / (lim * 0.4)))); } float _e210 = x; float _e212 = ax; x = metal::sign(_e210) * _e212; } float _e215 = x; float _e221 = x; return metal::float3(c_1.x + (_e215 * c_1.w), p_2.y, c_1.y - (_e221 * c_1.z)); } metal::float2 bendH( float z_1, constant Frame& F ) { float _e4 = F.wq.w; if (_e4 < 0.5) { return metal::float2(0.0, 1.0); } float _e13 = F.wq.z; int n_4 = naga_f2i32(_e13); float _e18 = F.wq.x; float _e23 = F.wq.y; float f_2 = metal::clamp((z_1 - _e18) * _e23, 0.0, static_cast(as_type(as_type(n_4) - as_type(1))) - 0.001); int i_16 = naga_f2i32(metal::floor(f_2)); metal::float4 a0_2 = F.warp.inner[metal::min(unsigned(i_16), 71u)]; metal::float4 a1_2 = F.warp.inner[metal::min(unsigned(as_type(as_type(i_16) + as_type(1))), 71u)]; float phi_1 = metal::atan2((a1_2.z * a0_2.w) - (a1_2.w * a0_2.z), (a0_2.w * a1_2.w) + (a0_2.z * a1_2.z)) * (f_2 - static_cast(i_16)); return metal::float2((a0_2.z * metal::cos(phi_1)) + (a0_2.w * metal::sin(phi_1)), (a0_2.w * metal::cos(phi_1)) - (a0_2.z * metal::sin(phi_1))); } float hash21_( metal::float2 p_3 ) { metal::float2 q = {}; q = metal::fract(p_3 * metal::float2(123.34, 456.21)); metal::float2 _e7 = q; metal::float2 _e8 = q; metal::float2 _e9 = q; q = _e7 + metal::float2(metal::dot(_e8, _e9 + metal::float2(45.32))); float _e17 = q.x; float _e19 = q.y; return metal::fract(_e17 * _e19); } float noise( metal::float2 p_4 ) { metal::float2 i_17 = metal::floor(p_4); metal::float2 f_3 = metal::fract(p_4); metal::float2 u_2 = (f_3 * f_3) * (metal::float2(3.0) - (2.0 * f_3)); float _e10 = hash21_(i_17); float _e15 = hash21_(i_17 + metal::float2(1.0, 0.0)); float _e20 = hash21_(i_17 + metal::float2(0.0, 1.0)); float _e25 = hash21_(i_17 + metal::float2(1.0, 1.0)); return metal::mix(metal::mix(_e10, _e15, u_2.x), metal::mix(_e20, _e25, u_2.x), u_2.y); } float fbm( metal::float2 p_5 ) { float _e1 = noise(p_5); float _e9 = noise((p_5 * 2.13) + metal::float2(3.1)); float _e18 = noise((p_5 * 4.7) + metal::float2(7.7)); return ((_e1 * 0.55) + (_e9 * 0.3)) + (_e18 * 0.15); } metal::float4 room( metal::float2 o_2, metal::float3 dir, float w, float h, float depth ) { float surf = 0.0; float shade = 1.0; metal::float2 uv = {}; float dx_1 = ((dir.x >= 0.0) ? 0.0001 : -0.0001) + dir.x; float dy = ((dir.y >= 0.0) ? 0.0001 : -0.0001) + dir.y; float tx = (dx_1 > 0.0) ? ((w - o_2.x) / dx_1) : ((0.0 - o_2.x) / dx_1); float ty = (dy > 0.0) ? ((h - o_2.y) / dy) : ((0.0 - o_2.y) / dy); float tz_1 = depth / metal::max(dir.z, 0.001); float t_3 = metal::min(tx, metal::min(ty, tz_1)); metal::float3 hp = metal::float3(o_2 + (dir.xy * t_3), dir.z * t_3); uv = metal::float2(hp.x / w, hp.y / h); if (t_3 == tx) { surf = 1.0; shade = 0.62; uv = metal::float2(hp.z / depth, hp.y / h); } else { if (t_3 == ty) { surf = (dy < 0.0) ? 2.0 : 3.0; shade = (dy < 0.0) ? 0.42 : 0.95; uv = metal::float2(hp.x / w, hp.z / depth); } } float _e87 = shade; shade = _e87 * metal::mix(1.0, 0.55, metal::clamp(hp.z / depth, 0.0, 1.0)); float _e97 = shade; metal::float2 _e98 = uv; float _e99 = surf; return metal::float4(_e97, _e98, _e99); } metal::float4 graffiti( float u, float v_2, float seed ) { metal::float3 col = metal::float3(1.0, 0.18, 0.55); float panel = metal::floor(u / 3.2); float _e9 = hash21_(metal::float2(panel, seed + 5.0)); float on = (metal::step(_e9, 0.45) * metal::step(v_2, 2.5)) * metal::step(0.25, v_2); float _e29 = fbm(metal::float2(u * 1.1, v_2 * 2.2) + metal::float2(seed * 3.1, panel * 7.0)); float tag_1 = metal::smoothstep(0.6, 0.63, _e29) * on; float rim = (metal::smoothstep(0.55, 0.58, _e29) - metal::smoothstep(0.6, 0.63, _e29)) * on; float _e45 = hash21_(metal::float2(panel + 2.0, seed)); if (_e45 > 0.33) { col = metal::float3(0.15, 0.8, 1.0); } if (_e45 > 0.7) { col = metal::float3(1.0, 0.82, 0.2); } metal::float3 _e67 = col; metal::float3 c_2 = metal::mix(metal::float3(0.02, 0.02, 0.03), _e67, metal::step(rim, tag_1)); return metal::float4(c_2, metal::clamp(tag_1 + rim, 0.0, 1.0) * 0.85); } float bands( float x_1 ) { return ((metal::smoothstep(0.02, 0.06, x_1) * 0.38) + (metal::smoothstep(0.34, 0.38, x_1) * 0.34)) + (metal::smoothstep(0.68, 0.72, x_1) * 0.28); } float aaBand( float x_2, float a, float b, float w_1 ) { float ww = metal::max(w_1, 0.0001); return metal::smoothstep(a - ww, a + ww, x_2) * (1.0 - metal::smoothstep(b - ww, b + ww, x_2)); } uint naga_f2u32(float value) { return static_cast(metal::clamp(value, 0.0, 4294967000.0)); } FOut shadeAll( VOut i_11, constant Frame& F, constant Obj& O, metal::depth2d tSun, metal::sampler sSun, metal::texture2d tScreen, metal::sampler sScreen, metal::texture2d tSign, metal::texture2d tBoard ) { metal::float3 albedo = {}; metal::float3 N_1 = {}; metal::float3 emissive = metal::float3(0.0); float wet = 0.0; float gloss = 0.0; float envK = 1.0; float reflK = 0.0; float reflW = 1.0; float specK = 1.0; float gapWet = 0.0; bool local_7 = {}; bool local_8 = {}; float rc = {}; float cw = 2.3; float x0_ = 0.22; float x1_ = 0.78; float y0_ = 0.25; float y1_ = 0.82; float pLit = 0.86; float pBoard = 0.97; float vb = 3.6; float win = {}; float door = 0.0; metal::float3 wc = metal::float3(0.035, 0.045, 0.07); float rc_1 = {}; bool local_9 = {}; bool local_10 = {}; float u_1 = {}; float v_3 = {}; float su = {}; type_14 tz = type_14 {{metal::float4(-2.3, 2.34, -1.38, 1.36), metal::float4(-1.95, 1.94, -1.2, 1.18), metal::float4(-2.35, 2.4, -1.45, 1.5), metal::float4(-2.35, 2.38, -1.5, 1.55), metal::float4(-2.3, 2.32, -1.38, 1.4)}}; type_14 td = type_14 {{metal::float4(-0.86, 0.12, 1.08, 0.93), metal::float4(-0.7, 0.45, 0.45, 0.93), metal::float4(-0.94, -0.02, 0.3, 1.06), metal::float4(-1.38, -0.4, 0.95, 1.34), metal::float4(-0.86, 0.12, 1.3, 1.02)}}; float seam = 0.0; bool local_11 = {}; float frame = {}; float ao = 1.0; float sky = 1.0; metal::float3 light = {}; metal::float3 spec = metal::float3(0.0); metal::float3 refl = metal::float3(0.0); bool local_12 = {}; int k = 0; bool local_13 = {}; bool local_14 = {}; bool local_15 = {}; bool local_16 = {}; bool local_17 = {}; bool local_18 = {}; bool local_19 = {}; bool local_20 = {}; bool local_21 = {}; metal::float3 col_1 = {}; FOut o_3 = {}; bool local_22 = {}; int mat = naga_f2i32(metal::rint(i_11.col.w * 10.0)); metal::float4 _e11 = O.tint; albedo = i_11.col.xyz * _e11.xyz; N_1 = metal::normalize(i_11.nrm); metal::float3 P_1 = i_11.wpos; float t_4 = F.camPos.w; metal::float4 _e25 = F.camPos; metal::float3 V = metal::normalize(_e25.xyz - P_1); metal::float2 dUVx = metal::dfdx(i_11.uv); metal::float2 dUVy = metal::dfdy(i_11.uv); metal::float2 fwUV = metal::min(metal::abs(dUVx) + metal::abs(dUVy), metal::float2(0.5)); metal::float3 _e54 = metal::fwidth(P_1); metal::float3 fwP = metal::min(_e54, metal::float3(0.5)); metal::float3 _e60 = metal::fwidth(i_11.lp.xyz); metal::float3 fwL = metal::min(_e60, metal::float3(0.5)); if (mat == 1) { float sid = metal::rint(i_11.uv.x); float _e72 = fbm(P_1.xz * 1.7); metal::float3 _e73 = albedo; albedo = _e73 * (0.82 + (0.3 * _e72)); if (sid == 1.0) { float row = metal::floor(i_11.wpos.z / 0.3); float _e89 = hash21_(metal::float2(row, 3.0)); metal::float2 q_1 = metal::float2((i_11.wpos.x / (0.42 + (0.1 * _e89))) + (row * 0.37), i_11.wpos.z / 0.3); metal::float2 f_4 = metal::fract(q_1) - metal::float2(0.5); metal::float2 id = metal::floor(q_1); float _e111 = noise(P_1.xz * 6.0); float w2_ = _e111 * 0.08; float e = metal::max(metal::abs(f_4.x), metal::abs(f_4.y)) + w2_; float gap = metal::smoothstep(0.42, 0.5, e); metal::float3 _e123 = albedo; float _e124 = hash21_(id); albedo = (_e123 * (0.82 + (0.36 * _e124))) * (1.0 - (0.45 * gap)); metal::float3 _e135 = N_1; N_1 = metal::normalize(_e135 + ((metal::float3(f_4.x, 0.0, f_4.y) * 0.45) * metal::smoothstep(0.25, 0.48, e))); gapWet = gap; } else { if (sid == 2.0) { metal::float2 c_3 = metal::fract(P_1.xz / metal::float2(3.0)) - metal::float2(0.5); float joint = metal::smoothstep(0.482, 0.497, metal::max(metal::abs(c_3.x), metal::abs(c_3.y))); metal::float3 _e166 = albedo; float _e172 = hash21_(metal::floor(P_1.xz / metal::float2(3.0))); albedo = (_e166 * (0.82 + (0.3 * _e172))) * (1.0 - (0.6 * joint)); float _e189 = fbm((P_1.xz * 0.6) + metal::float2(3.3)); float oil = metal::smoothstep(0.6, 0.72, _e189); metal::float3 _e193 = albedo; albedo = _e193 * (1.0 - (0.45 * oil)); gapWet = joint; } } float _e202 = noise(P_1.xz * 0.9); float _e215 = noise((P_1.xz * 0.21) + metal::float2(9.0)); float crack = (metal::smoothstep(0.035, 0.0, metal::abs(_e202 - 0.5)) * metal::smoothstep(0.4, 0.7, _e215)) * ((sid == 1.0) ? 0.0 : 1.0); metal::float3 _e226 = albedo; albedo = _e226 * (1.0 - (0.5 * crack)); float _e235 = wideAt(i_11.wpos.z, F); float axE = metal::abs(i_11.wpos.x) - _e235; metal::float3 _e237 = albedo; albedo = _e237 * metal::mix(1.0, 0.62, metal::smoothstep(4.55, 5.0, axE) * metal::step(axE, 5.05)); float dash = metal::step(0.5, metal::fract(i_11.wpos.z / 6.0)) * metal::smoothstep(0.13, 0.1, metal::abs(i_11.wpos.x)); float edge = metal::smoothstep(0.1, 0.07, metal::abs(axE - 4.55)); float _e272 = noise((P_1.xz * 2.3) + metal::float2(1.7)); float wear = metal::smoothstep(0.25, 0.6, _e272); metal::float3 _e276 = albedo; albedo = metal::mix(_e276, metal::float3(0.78, 0.66, 0.32), (((dash + edge) * wear) * 0.85) * ((sid == 1.0) ? 0.0 : 1.0)); float _e299 = fbm((P_1.xz * 0.23) + metal::float2(5.1, 0.0)); float pud = metal::smoothstep(0.52, 0.62, _e299); float _e303 = gapWet; float _e313 = F.params.x; wet = metal::mix(0.35, 1.0, metal::max(pud, _e303 * 0.8)) * _e313; metal::float3 _e315 = albedo; albedo = _e315 * metal::mix(1.0, 0.45, pud); float _e326 = F.params.x; reflK = metal::mix(0.35, 1.0, pud) * _e326; reflW = metal::mix(1.7, 0.6, pud); float rx = metal::sin(((i_11.wpos.x * 7.0) + (t_4 * 1.3)) + (metal::sin(i_11.wpos.z * 5.3) * 1.5)) * metal::sin(((i_11.wpos.z * 6.1) - (t_4 * 0.9)) + (metal::sin(i_11.wpos.x * 4.1) * 1.2)); float rz = metal::sin(((i_11.wpos.z * 7.7) - (t_4 * 1.1)) + (metal::sin(i_11.wpos.x * 4.7) * 1.4)) * metal::sin(((i_11.wpos.x * 5.9) + (t_4 * 0.8)) + (metal::sin(i_11.wpos.z * 3.7) * 1.1)); metal::float3 _e389 = N_1; N_1 = metal::normalize(_e389 + ((metal::float3(rx, 0.0, rz) * 0.035) * pud)); gloss = 1.0; } else { if (mat == 2) { metal::float2 cell = metal::abs(metal::fract(P_1.xz / metal::float2(1.6)) - metal::float2(0.5)); float sw = metal::max(fwP.x, fwP.z) / 1.6; float seam_1 = metal::smoothstep(0.482 - sw, 0.482 + sw, metal::max(cell.x, cell.y)) * metal::clamp(1.0 - (sw * 25.0), 0.0, 1.0); float _e435 = hash21_(metal::floor(P_1.xz / metal::float2(1.6))); metal::float3 _e436 = albedo; albedo = (_e436 * (0.85 + (0.25 * _e435))) * (1.0 - (0.45 * seam_1)); metal::float3 _e447 = albedo; float _e451 = wideAt(i_11.wpos.z, F); albedo = _e447 * metal::mix(1.0, 0.5, metal::smoothstep(7.3, 8.2, metal::abs(i_11.wpos.x) - _e451)); float _e463 = F.params.x; wet = 0.25 * _e463; gloss = 0.5; float _e470 = F.params.x; reflK = 0.2 * _e470; reflW = 2.0; } else { if (mat == 3) { float style = metal::floor(i_11.uv.x / 1000.0); float u_3 = i_11.uv.x - (style * 1000.0); float v_4 = i_11.uv.y; metal::float3 _e488 = albedo; float _e492 = F.misc.w; albedo = _e488 * _e492; float _e497 = O.offset.w; float seed_1 = (_e497 + (i_11.col.x * 31.0)) + (style * 7.0); float _e511 = fbm(metal::float2(u_3 * 0.8, v_4 * 2.5)); metal::float3 _e512 = albedo; albedo = _e512 * (0.86 + (0.2 * _e511)); float fwm = metal::max(fwUV.x, fwUV.y); float _e523 = hash21_(metal::float2(seed_1, 7.7)); if (style != 0.0) { float kf = metal::clamp(1.0 - (fwm / 0.07), 0.0, 1.0); if (_e523 < 0.5) { float row_1 = metal::floor(v_4 / 0.3); float bu = (u_3 / 0.66) + (0.5 * (row_1 - (2.0 * metal::floor(row_1 * 0.5)))); metal::float2 id_1 = metal::float2(metal::floor(bu), row_1); metal::float2 f_5 = metal::float2(metal::fract(bu), metal::fract(v_4 / 0.3)); float dx_2 = metal::min(f_5.x, 1.0 - f_5.x) * 0.66; float dy_1 = metal::min(f_5.y, 1.0 - f_5.y) * 0.3; float mort = metal::max(1.0 - metal::smoothstep(0.012, 0.012 + fwm, dx_2), 1.0 - metal::smoothstep(0.012, 0.012 + fwm, dy_1)); float _e584 = hash21_(id_1 + metal::float2(seed_1, 1.0)); float tone = 0.84 + (0.3 * _e584); metal::float3 _e589 = albedo; metal::float3 b2_ = _e589 * tone; metal::float3 _e591 = albedo; metal::float3 _e592 = albedo; albedo = metal::mix(_e591, metal::mix(b2_, (_e592 * 0.55) + metal::float3(0.22, 0.21, 0.2), mort * 0.75), kf); } else { if (_e523 < 0.82) { float fy = metal::fract(v_4 / 0.24); float _e620 = aaBand(fy, 0.9, 1.0, fwUV.y / 0.24); float lap = metal::mix(0.72, 1.0, metal::smoothstep(0.0, 0.35, fy)) * (1.0 + (0.12 * _e620)); metal::float3 _e626 = albedo; albedo = _e626 * metal::mix(1.0, lap, kf); } } } float band = metal::smoothstep(0.92, 0.97, metal::fract((v_4 - 3.6) / 3.1)) * metal::step(3.6, v_4); metal::float3 _e641 = albedo; albedo = _e641 * (1.0 - (0.25 * band)); metal::float3 warm = metal::float3(1.0, 0.6, 0.28); metal::float3 cool = metal::float3(0.38, 0.62, 1.0); if (v_4 < 3.6) { local_7 = style != 2.0; } else { local_7 = false; } bool _e662 = local_7; if (_e662) { local_8 = style != 5.0; } else { local_8 = false; } bool _e668 = local_8; if (_e668) { float shopId = metal::floor(u_3 / 4.2); float sx = metal::fract(u_3 / 4.2); float wsx = fwUV.x / 4.2; float _e680 = aaBand(sx, 0.08, 0.92, wsx); float _e684 = aaBand(v_4, 0.5, 2.9, fwUV.y); float inGlass = _e680 * _e684; float _e688 = aaBand(sx, 0.04, 0.96, wsx); float pil = 1.0 - _e688; float _e692 = hash21_(metal::float2(shopId, seed_1)); float boarded = (style == 4.0) ? metal::step(0.45, _e692) : 0.0; float _e707 = hash21_(metal::float2(shopId + 3.0, seed_1)); float lit_1 = metal::step((style == 4.0) ? 0.85 : 0.6, _e707) * (1.0 - boarded); metal::float3 glass = metal::float3(0.1, 0.13, 0.17); metal::float3 _e716 = albedo; albedo = metal::mix(_e716, glass, inGlass); metal::float3 _e718 = albedo; metal::float3 _e719 = albedo; albedo = metal::mix(_e718, _e719 * 0.6, pil); float _e726 = hash21_(metal::float2(shopId + 7.0, seed_1)); metal::float3 shopCol = metal::mix(warm, cool, metal::step(0.75, _e726)); metal::float3 _e731 = N_1; metal::float3 Tn = metal::cross(_e731, metal::float3(0.0, 1.0, 0.0)); metal::float3 _e741 = N_1; metal::float3 rd = metal::float3(metal::dot(-(V), Tn), -(V.y), metal::dot(V, _e741)); metal::float4 _e750 = room(metal::float2(sx * 4.2, v_4), rd, 4.2, 3.4, 4.0); rc = _e750.x; if (_e750.w == 0.0) { float _e756 = rc; rc = (_e756 * (0.7 + (0.3 * metal::step(0.5, metal::fract(_e750.z * 7.0))))) * (1.0 - (0.5 * metal::step(_e750.y * 4.2, 0.4))); } if (_e750.w == 3.0) { float _e781 = rc; rc = _e781 + ((metal::step(0.45, _e750.y) * metal::step(_e750.y, 0.55)) * 1.5); } metal::float3 _e792 = emissive; float _e798 = rc; emissive = _e792 + (((((inGlass * lit_1) * shopCol) * 1.45) * 1.0) * _e798); float _e810 = noise(metal::float2(u_3 * 3.0, v_4 * 9.0)); metal::float3 ply = metal::float3(0.36, 0.27, 0.17) * (0.8 + (0.3 * _e810)); metal::float3 _e816 = albedo; albedo = metal::mix(_e816, ply, inGlass * boarded); metal::float3 _e819 = albedo; albedo = _e819 * (1.0 - ((0.35 * metal::smoothstep(3.0, 3.3, v_4)) * metal::step(v_4, 3.6))); gloss = (inGlass * 0.7) * (1.0 - boarded); } else { if (style == 0.0) { cw = 1.55; x0_ = 0.1; x1_ = 0.9; y0_ = 0.18; y1_ = 0.86; pLit = 0.72; } if (style == 2.0) { cw = 2.0; x0_ = 0.3; x1_ = 0.7; y0_ = 0.12; y1_ = 0.86; pLit = 0.8; vb = 0.6; } if (style == 4.0) { pLit = 0.95; pBoard = 0.5; } if (style == 5.0) { cw = 3.2; x0_ = 0.1; x1_ = 0.42; y0_ = 0.05; y1_ = 0.72; pLit = 0.55; vb = 0.0; } float ch_1 = (style == 5.0) ? 2.95 : 3.1; float _e887 = cw; float cx = metal::floor(u_3 / _e887); float _e890 = vb; float cy = metal::floor((v_4 - _e890) / ch_1); float _e894 = cw; float fx = metal::fract(u_3 / _e894); float _e897 = vb; float fy_1 = metal::fract((v_4 - _e897) / ch_1); float _e902 = cw; float wx = fwUV.x / _e902; float wy = fwUV.y / ch_1; float _e906 = vb; float _e909 = vb; float above = metal::smoothstep(_e906 - fwUV.y, _e909 + fwUV.y, v_4); float _e913 = x0_; float _e914 = x1_; float _e915 = aaBand(fx, _e913, _e914, wx); float _e916 = y0_; float _e917 = y1_; float _e918 = aaBand(fy_1, _e916, _e917, wy); win = (_e915 * _e918) * above; float _e922 = x0_; float _e925 = x1_; float _e928 = aaBand(fx, _e922 - 0.05, _e925 + 0.05, wx); float _e929 = y0_; float _e932 = y1_; float _e935 = aaBand(fy_1, _e929 - 0.05, _e932 + 0.04, wy); float _e938 = win; float frame_1 = metal::max(((_e928 * _e935) * above) - _e938, 0.0); float _e942 = x0_; float _e945 = x1_; float _e948 = aaBand(fx, _e942 - 0.06, _e945 + 0.06, wx); float _e949 = y0_; float _e952 = y0_; float _e955 = aaBand(fy_1, _e949 - 0.085, _e952 - 0.05, wy); float sill = ((_e948 * _e955) * above) * metal::step(style, 4.5); if (style == 0.0) { float _e963 = win; float _e966 = aaBand(fx, 0.47, 0.53, wx); win = _e963 * (1.0 - _e966); } if (style == 5.0) { float _e985 = vb; door = (((metal::step(0.52, fx) * metal::step(fx, 0.78)) * metal::step(0.0, fy_1)) * metal::step(fy_1, 0.8)) * metal::step(_e985, v_4); } float _e993 = hash21_(metal::float2(cx + (seed_1 * 3.0), cy + seed_1)); float _e999 = pBoard; if (_e993 > _e999) { wc = metal::float3(0.33, 0.24, 0.15); } else { float _e1005 = pLit; if (_e993 > _e1005) { metal::float3 _e1007 = N_1; metal::float3 Tn_1 = metal::cross(_e1007, metal::float3(0.0, 1.0, 0.0)); metal::float3 _e1017 = N_1; metal::float3 rd_1 = metal::float3(metal::dot(-(V), Tn_1), -(V.y), metal::dot(V, _e1017)); float _e1020 = cw; float _e1024 = cw; metal::float4 _e1026 = room(metal::float2(fx * _e1020, fy_1 * ch_1), rd_1, _e1024, ch_1, 2.8); rc_1 = _e1026.x; float _e1033 = hash21_(metal::float2(cx + 9.0, cy + seed_1)); if (_e1026.w == 0.0) { float _e1037 = rc_1; rc_1 = _e1037 * (1.0 - (((0.75 * metal::step(_e1026.z, 0.32)) * metal::step(_e1033 * 0.5, _e1026.y)) * metal::step(_e1026.y, 0.5 + (_e1033 * 0.4)))); float _e1058 = rc_1; rc_1 = _e1058 * (1.0 - ((((0.4 * metal::step(0.55, _e1026.z)) * metal::step(_e1026.z, 0.75)) * metal::step(0.35, _e1026.y)) * metal::step(_e1026.y, 0.6))); } float _e1079 = pLit; float _e1080 = pLit; bool isTv = _e993 > (_e1079 + ((1.0 - _e1080) * 0.75)); float tv = 0.6 + ((0.4 * metal::sin((t_4 * 9.0) + (_e993 * 90.0))) * metal::sin((t_4 * 3.1) + (_e993 * 13.0))); metal::float3 lc = isTv ? (cool * tv) : ((warm * 1.3) * (0.92 + (0.08 * metal::sin((t_4 * 0.7) + (_e993 * 40.0))))); float _e1129 = x0_; float _e1131 = x1_; float curtain = metal::step(0.6, _e1033) * ((metal::smoothstep(0.32, 0.3, metal::abs(fx - 0.5)) * 0.0) + (1.0 - metal::smoothstep(0.0, 0.16, metal::min(fx - _e1129, _e1131 - fx)))); metal::float3 _e1141 = emissive; float _e1142 = win; float _e1144 = rc_1; emissive = _e1141 + ((_e1142 * lc) * metal::mix(_e1144, 0.55, curtain * 0.8)); wc = lc * 0.15; } else { metal::float3 _e1153 = N_1; metal::float3 Tn_2 = metal::cross(_e1153, metal::float3(0.0, 1.0, 0.0)); metal::float3 _e1163 = N_1; metal::float3 rd_2 = metal::float3(metal::dot(-(V), Tn_2), -(V.y), metal::dot(V, _e1163)); float _e1166 = cw; float _e1170 = cw; metal::float4 _e1172 = room(metal::float2(fx * _e1166, fy_1 * ch_1), rd_2, _e1170, ch_1, 2.8); metal::float3 refl_1 = metal::mix(metal::float3(0.22, 0.3, 0.42), metal::float3(0.95, 0.72, 0.5), metal::smoothstep(0.55, 0.95, fy_1 + (_e1172.x * 0.2))); float _e1202 = F.misc.x; wc = metal::mix(metal::float3(0.03, 0.04, 0.06) * (0.6 + (0.8 * _e1172.x)), refl_1, ((0.55 * _e1202) * 0.0) + 0.5); } } float _e1210 = y1_; float _e1213 = y1_; float _e1219 = x0_; float _e1222 = x0_; float recess = (1.0 - (0.55 * metal::smoothstep(_e1210 - 0.22, _e1213, fy_1))) * (1.0 - (0.3 * metal::smoothstep(_e1219 + 0.12, _e1222, fx))); metal::float3 _e1229 = albedo; metal::float3 _e1230 = wc; float _e1234 = win; albedo = metal::mix(_e1229, (_e1230 * 0.5) * recess, _e1234); metal::float3 _e1236 = albedo; metal::float3 _e1237 = albedo; albedo = metal::mix(_e1236, _e1237 * 1.4, frame_1); metal::float3 _e1241 = albedo; albedo = metal::mix(_e1241, metal::float3(0.74, 0.7, 0.62), sill * 0.85); metal::float3 _e1249 = albedo; float _e1254 = door; albedo = metal::mix(_e1249, metal::float3(0.08, 0.06, 0.05), _e1254); if (style == 5.0) { metal::float3 _e1258 = emissive; float _e1259 = door; emissive = _e1258 + ((((_e1259 * metal::step(0.68, fy_1)) * metal::step(fy_1, 0.76)) * metal::float3(1.0, 0.75, 0.35)) * 1.2); } float _e1274 = win; gloss = _e1274 * 0.75; } if (!((style == 4.0))) { local_9 = style == 1.0; } else { local_9 = true; } bool _e1285 = local_9; if (!(_e1285)) { local_10 = style == 3.0; } else { local_10 = true; } bool _e1292 = local_10; if (_e1292) { metal::float4 _e1293 = graffiti(u_3, v_4, seed_1); metal::float3 _e1294 = albedo; albedo = metal::mix(_e1294, _e1293.xyz * 0.55, _e1293.w); } metal::float3 _e1300 = albedo; albedo = _e1300 * metal::mix(0.55, 1.0, metal::smoothstep(0.0, 4.0, v_4)); float _e1318 = fbm(metal::float2(u_3 * 0.13, v_4 * 0.21) + metal::float2(seed_1 * 1.3, 4.0)); float patchT = 0.86 + (0.28 * _e1318); float _e1331 = fbm(metal::float2((u_3 * 1.1) + (seed_1 * 3.0), v_4 * 0.11)); float streakT = metal::smoothstep(0.6, 0.88, _e1331) * (0.12 + (0.12 * metal::smoothstep(3.0, 9.0, v_4))); float _e1352 = noise((P_1.xz * 3.3) + metal::float2(i_11.wpos.y * 3.1, 0.0)); float grain = 1.0 + (((0.14 * _e1352) - 0.07) * metal::clamp(1.0 - (fwm * 8.0), 0.0, 1.0)); metal::float3 _e1367 = albedo; albedo = ((_e1367 * patchT) * (1.0 - streakT)) * grain; } else { if (mat == 7) { float _e1381 = noise((P_1.xz * 2.3) + metal::float2(2.3)); float _e1388 = noise(P_1.xz * 14.0); float wear_1 = metal::smoothstep(0.08, 0.4, _e1381) * (0.8 + (0.2 * _e1388)); metal::float3 _e1398 = albedo; albedo = metal::mix(metal::float3(0.07, 0.07, 0.09), _e1398, wear_1); float _e1403 = F.params.x; wet = 0.5 * _e1403; gloss = 0.9; } else { if (mat == 9) { float amber = metal::step(0.4, i_11.col.y) * metal::step(i_11.col.z, 0.2); float ph_1 = metal::fract(t_4 * 1.6); float dblA = metal::step(ph_1, 0.12) + (metal::step(0.2, ph_1) * metal::step(ph_1, 0.32)); float ph2_ = metal::fract((t_4 * 1.6) + 0.5); float dblB = metal::step(ph2_, 0.12) + (metal::step(0.2, ph2_) * metal::step(ph2_, 0.32)); float isRed = metal::step(i_11.col.z, i_11.col.x); float o_5 = (amber > 0.5) ? metal::step(metal::fract(t_4 * 0.9), 0.5) : ((isRed > 0.5) ? dblA : dblB); metal::float3 _e1458 = albedo; emissive = _e1458 * (0.25 + (7.0 * o_5)); metal::float3 _e1464 = albedo; albedo = _e1464 * 0.3; } else { if (mat == 10) { u_1 = i_11.uv.x; v_3 = i_11.uv.y; if (metal::abs(dUVx.x) >= metal::abs(dUVx.y)) { u_1 = i_11.uv.x * ((dUVx.x < 0.0) ? -1.0 : 1.0); v_3 = i_11.uv.y * ((dUVy.y > 0.0) ? -1.0 : 1.0); } else { u_1 = i_11.uv.y * ((dUVx.y < 0.0) ? -1.0 : 1.0); v_3 = i_11.uv.x * ((dUVy.x > 0.0) ? -1.0 : 1.0); } float _e1516 = u_1; float gx = metal::floor(_e1516 / 0.3); float _e1520 = v_3; float gy = metal::floor(_e1520 / 0.45); float _e1524 = u_1; float fu = metal::fract(_e1524 / 0.3); float _e1528 = v_3; float fv = metal::fract(_e1528 / 0.45); float _e1535 = O.offset.w; float _e1538 = hash21_(metal::float2(gx, gy + _e1535)); float on_1 = metal::step(0.22, _e1538); float _e1546 = hash21_(metal::float2(gx + 3.0, gy + 1.7)); float _e1552 = hash21_(metal::float2(gx + 9.0, gy + 4.1)); float inBox = ((metal::step(0.18, fu) * metal::step(fu, 0.82)) * metal::step(0.18, fv)) * metal::step(fv, 0.82); float stemL = metal::step(0.18, fu) * metal::step(fu, 0.18 + 0.13); float stemR = (metal::step(0.82 - 0.13, fu) * metal::step(fu, 0.82)) * metal::step(0.35, _e1546); float barT = (metal::step(0.82 - (0.13 * 0.8), fv) * metal::step(fv, 0.82)) * metal::step(0.3, _e1552); float barM = (metal::step(0.46, fv) * metal::step(fv, 0.46 + (0.13 * 0.8))) * metal::step(_e1552, 0.7); float barB = (metal::step(0.18, fv) * metal::step(fv, 0.18 + (0.13 * 0.8))) * metal::step(0.55, _e1546); float stroke = (on_1 * inBox) * metal::clamp((((stemL + stemR) + barT) + barM) + barB, 0.0, 1.0); float _e1627 = O.offset.w; float _e1630 = hash21_(metal::float2(gx + 11.0, gy + _e1627)); float dead = metal::step(0.93, _e1630); float flick = 1.0 - dead; metal::float3 _e1635 = albedo; emissive = _e1635 * (0.35 + ((3.6 * stroke) * flick)); metal::float3 _e1642 = albedo; albedo = _e1642 * 0.15; } else { if (mat == 11) { float rid = 0.72 + (0.28 * (0.5 + (0.5 * metal::sin((i_11.uv.x * 6.2831) / 0.32)))); float _e1673 = fbm(metal::float2(i_11.uv.x * 1.3, (i_11.uv.y * 0.25) + 3.0)); float rust = metal::smoothstep(0.55, 0.8, _e1673); metal::float3 _e1677 = albedo; albedo = metal::mix(_e1677 * rid, metal::float3(0.35, 0.16, 0.08) * rid, rust * 0.6); float _e1694 = O.offset.w; metal::float4 _e1697 = graffiti(i_11.uv.x, i_11.uv.y, _e1694 + 3.0); metal::float3 _e1698 = albedo; albedo = metal::mix(_e1698, (_e1697.xyz * 0.55) * rid, _e1697.w); gloss = 0.35; } else { if (mat == 12) { float _e1717 = fbm((P_1.xz * 3.2) + metal::float2(i_11.wpos.y * 2.0, 0.0)); if (i_11.wpos.y > 2.2) { float _e1730 = noise((P_1.xz * 2.2) + metal::float2(i_11.wpos.y * 1.7, 0.0)); float n1_ = _e1730 - 0.5; float _e1742 = noise((P_1.zx * 2.4) - metal::float2(i_11.wpos.y * 1.5, 0.0)); float n2_ = _e1742 - 0.5; metal::float3 _e1745 = N_1; N_1 = metal::normalize(((_e1745 * 0.9) + metal::float3(0.0, 0.15, 0.0)) + (metal::float3(n1_, 0.0, n2_) * 0.22)); float _e1770 = noise((P_1.xz * 3.4) + metal::float2(i_11.wpos.y * 2.6, i_11.wpos.y * 1.3)); float dap = metal::mix(0.9, 1.06, metal::smoothstep(0.4, 0.6, _e1770)); metal::float3 _e1777 = albedo; albedo = ((_e1777 * dap) * (0.85 + (0.3 * metal::smoothstep(0.3, 0.7, _e1717)))) * metal::float3(1.0, 1.04, 0.92); } else { metal::float3 _e1792 = albedo; albedo = _e1792 * (0.55 + (0.7 * metal::smoothstep(0.35, 0.65, _e1717))); } } else { if (mat == 13) { metal::float3 base = albedo; float _e1813 = hash21_((base.xy * 97.0) + metal::float2(base.z * 13.0, 0.0)); float variant = metal::floor(_e1813 * 4.0); float _e1820 = fbm(P_1.xz * 2.4); float _e1827 = fbm((P_1.xz * 0.5) + metal::float2(9.0)); float pud_1 = metal::smoothstep(0.62, 0.7, _e1827); if (variant < 1.0) { float _e1840 = F.misc.w; albedo = metal::mix(base, metal::float3(0.6, 0.58, 0.54) * _e1840, 0.65); float seam_2 = metal::smoothstep(0.03, 0.0, metal::abs(metal::fract(i_11.wpos.x / 3.0) - 0.5) - 0.48); metal::float3 _e1856 = albedo; albedo = (_e1856 * (0.7 + (0.4 * _e1820))) * (1.0 - (0.35 * seam_2)); } else { if (variant < 2.0) { metal::float2 cell_1 = metal::floor(P_1.xz / metal::float2(1.6, 2.3)); float _e1879 = hash21_(cell_1 + metal::float2(5.0, 1.0)); float patchK = metal::step(0.72, _e1879); float lap_1 = metal::smoothstep(0.025, 0.0, metal::abs(metal::fract(i_11.wpos.z / 0.95) - 0.5) - 0.47); float _e1906 = F.misc.w; albedo = (metal::mix(metal::float3(0.2, 0.2, 0.22), metal::float3(0.32, 0.31, 0.3), patchK) * _e1906) * (0.85 + (0.3 * _e1820)); metal::float3 _e1913 = albedo; albedo = _e1913 * (1.0 - (0.3 * lap_1)); } else { if (variant < 3.0) { float sx_1 = metal::smoothstep(0.02, 0.0, metal::abs(metal::fract(i_11.wpos.x / 1.8) - 0.5) - 0.485); float _e1941 = fbm((P_1.xz * metal::float2(0.6, 2.2)) + metal::float2(4.0)); float grime = metal::smoothstep(0.45, 0.8, _e1941); float _e1952 = F.misc.w; albedo = ((metal::float3(0.8, 0.8, 0.78) * _e1952) * (1.0 - (0.12 * sx_1))) * (1.0 - (0.3 * grime)); metal::float3 _e1964 = albedo; float _e1972 = F.misc.w; float _e1980 = fbm((P_1.xz * 0.5) + metal::float2(9.0)); albedo = metal::mix(_e1964, metal::float3(0.42, 0.36, 0.28) * _e1972, metal::smoothstep(0.55, 0.62, _e1980) * 0.5); } else { float rib = metal::smoothstep(0.06, 0.0, metal::abs(metal::fract(i_11.wpos.x / 0.5) - 0.5) - 0.44); float fade = 0.85 + (0.25 * _e1820); albedo = (metal::clamp(base * 1.25, metal::float3(0.0), metal::float3(0.85)) * fade) * (1.0 + (0.35 * rib)); gloss = 0.45; } } } float _e2022 = F.params.x; wet = (pud_1 * 0.8) * _e2022; float _e2024 = gloss; gloss = metal::max(_e2024, pud_1); } else { if (mat == 4) { metal::float3 _e2028 = albedo; emissive = _e2028 * 4.0; } else { if (mat == 5) { float _e2043 = fbm((P_1.xz * 3.0) + metal::float2(t_4 * 0.4, -(t_4) * 0.3)); float pulse = 0.75 + (0.25 * metal::sin(((t_4 * 3.0) + (i_11.wpos.x * 2.0)) + i_11.wpos.z)); float _e2070 = F.params.y; emissive = ((metal::float3(0.1, 0.8, 1.0) * (1.2 + (_e2043 * 1.4))) * pulse) * (1.0 + _e2070); albedo = metal::float3(0.04, 0.45, 0.65); } else { if (mat == 0) { metal::float3 _e2080 = albedo; float _e2090 = fbm((P_1.xz * 1.9) + metal::float2(i_11.wpos.y * 1.3, i_11.wpos.y)); albedo = _e2080 * (0.9 + (0.2 * _e2090)); } else { if (mat == 6) { gloss = 0.8; metal::float3 _e2099 = albedo; float _e2106 = fbm((P_1.xz * 3.0) + metal::float2(i_11.wpos.y)); albedo = _e2099 * (0.85 + (0.15 * _e2106)); } else { if (mat == 14) { metal::float2 suv = metal::clamp(i_11.uv, metal::float2(0.0), metal::float2(1.0)); metal::float4 _e2123 = tScreen.sample(sScreen, suv, metal::level(0.0)); metal::float3 img = _e2123.xyz; metal::float2 cell_2 = metal::fract(suv * metal::float2(220.0, 110.0)); float led = ((metal::smoothstep(0.0, 0.18, cell_2.x) * metal::smoothstep(1.0, 0.82, cell_2.x)) * metal::smoothstep(0.0, 0.18, cell_2.y)) * metal::smoothstep(1.0, 0.82, cell_2.y); float edge_1 = ((metal::smoothstep(0.0, 0.04, suv.x) * metal::smoothstep(1.0, 0.96, suv.x)) * metal::smoothstep(0.0, 0.06, suv.y)) * metal::smoothstep(1.0, 0.94, suv.y); float flick_1 = 0.96 + (0.04 * metal::sin((t_4 * 50.0) + (suv.y * 30.0))); emissive = (((metal::pow(img, metal::float3(1.7)) * (0.5 + (0.8 * led))) * 3.2) * edge_1) * flick_1; albedo = metal::float3(0.02, 0.02, 0.03); gloss = 1.0; } else { if (mat == 18) { metal::float2 buv = metal::clamp(i_11.uv, metal::float2(0.0), metal::float2(1.0)); metal::float4 _e2207 = tBoard.sample(sScreen, buv, metal::level(0.0)); metal::float3 img_1 = _e2207.xyz; albedo = (img_1 * 0.9) + metal::float3(0.01); emissive = metal::pow(img_1, metal::float3(1.3)) * 5.0; gloss = 0.55; } else { if (mat == 15) { metal::float2 q_2 = i_11.uv; float r = metal::length(q_2); float _e2229 = O.offset.w; float _e2235 = O.offset.w; float _e2238 = fbm((q_2 * 2.6) + metal::float2(_e2229 * 1.7, _e2235)); float edge_2 = 0.62 + (0.42 * _e2238); if (r > edge_2) { metal::discard_fragment(); } float soot = metal::pow(metal::smoothstep(edge_2, edge_2 * 0.15, r), 0.8); float _e2260 = O.offset.w; float _e2263 = fbm(metal::float2(metal::atan2(i_11.uv.y, i_11.uv.x) * 3.0, r * 4.0) + metal::float2(_e2260)); float streaks = 0.75 + (0.25 * _e2263); float ang = metal::atan2(i_11.uv.y, i_11.uv.x); float _e2279 = O.offset.w; float crack_1 = 1.0 - metal::smoothstep(0.0, 0.05, metal::abs(metal::sin(((ang * 5.0) + (_e2238 * 7.0)) + _e2279)) * (0.35 + r)); float _e2306 = O.tint.x; albedo = metal::mix(metal::float3(0.19, 0.18, 0.17), metal::float3(0.015, 0.013, 0.012), soot * streaks) * (1.0 - (((crack_1 * 0.85) * _e2306) * metal::smoothstep(0.1, 0.4, r))); gloss = 0.0; wet = 0.0; } else { if (mat == 16) { su = i_11.uv.x; metal::float3 _e2322 = N_1; if (metal::dot(_e2322, V) < 0.0) { float _e2326 = su; float _e2336 = su; su = (((2.0 * metal::floor(_e2326 * 2.0)) * 0.5) + 0.49804688) - _e2336; } float _e2340 = su; metal::float4 _e2350 = tSign.sample(sScreen, metal::clamp(metal::float2(_e2340, i_11.uv.y), metal::float2(0.0), metal::float2(1.0)), metal::level(0.0)); metal::float3 img_2 = _e2350.xyz; float _e2360 = F.misc.x; emissive = (metal::pow(img_2, metal::float3(1.5)) * 3.4) * (0.35 + (0.65 * _e2360)); albedo = metal::float3(0.03, 0.03, 0.035); gloss = 0.8; } else { if (mat == 17) { albedo = metal::float3(0.018, 0.022, 0.03); gloss = 1.0; wet = 0.7; float st = metal::fract((((i_11.wpos.x * 0.7) + (i_11.wpos.z * 0.45)) * 0.9) + (i_11.wpos.y * 0.6)); float band_1 = metal::smoothstep(0.0, 0.06, st) * metal::smoothstep(0.34, 0.2, st); envK = 0.55 + (1.9 * band_1); } else { if (mat == 19) { metal::float3 lq = i_11.lp.xyz; int ty_1 = naga_f2i32(metal::rint(i_11.uv.x)); bool wr = i_11.uv.y > 9.5; bool burnt = i_11.uv.y > 19.5; float kr = i_11.uv.y - (burnt ? 20.0 : (wr ? 10.0 : 0.0)); metal::float4 T = tz.inner[metal::min(unsigned(metal::clamp(ty_1, 0, 4)), 4u)]; metal::float4 Dz = td.inner[metal::min(unsigned(metal::clamp(ty_1, 0, 4)), 4u)]; bool side = metal::abs(i_11.lp.w) > 0.45; bool top = kr > 4.5; float ax_2 = metal::abs(lq.x); if (side) { float inDoor = metal::step(0.36, lq.y) * metal::step(lq.y, Dz.w - 0.02); float _e2513 = seam; float _e2520 = aaBand(lq.z, Dz.x - 0.024, Dz.x + 0.024, fwL.z); seam = metal::max(_e2513, _e2520 * inDoor); float _e2523 = seam; float _e2530 = aaBand(lq.z, Dz.y - 0.024, Dz.y + 0.024, fwL.z); seam = metal::max(_e2523, _e2530 * inDoor); float _e2533 = seam; float _e2540 = aaBand(lq.z, Dz.z - 0.024, Dz.z + 0.024, fwL.z); seam = metal::max(_e2533, ((_e2540 * inDoor) * metal::step(metal::abs(Dz.z - Dz.y), 2.0)) * metal::step(0.05, metal::abs(Dz.z - Dz.y))); float _e2565 = aaBand(lq.y, Dz.w - 0.16, Dz.w - 0.1, fwL.y); float _e2566 = seam; float _e2575 = aaBand(lq.z, Dz.y - 0.32, Dz.y - 0.12, fwL.z); float _e2584 = aaBand(lq.z, Dz.z - 0.32, Dz.z - 0.12, fwL.z); seam = metal::max(_e2566, (_e2565 * (_e2575 + (_e2584 * metal::step(0.05, metal::abs(Dz.z - Dz.y))))) * 0.8); } if (top) { local_11 = kr < 7.5; } else { local_11 = false; } bool _e2602 = local_11; if (_e2602) { float hood = metal::step(T.x + 0.2, lq.z) * metal::step(lq.z, Dz.x - 0.08); float _e2614 = seam; float _e2620 = aaBand(ax_2, 0.66 - 0.024, 0.66 + 0.024, fwL.x); seam = metal::max(_e2614, _e2620 * hood); float _e2623 = seam; float _e2634 = aaBand(lq.z, (T.x + 0.2) - 0.024, (T.x + 0.2) + 0.024, fwL.z); seam = metal::max(_e2623, _e2634 * metal::step(ax_2, 0.66)); if (ty_1 == 0) { float deck = metal::step(1.42, lq.z) * metal::step(lq.z, T.y - 0.12); float _e2650 = seam; float _e2656 = aaBand(ax_2, 0.68 - 0.024, 0.68 + 0.024, fwL.x); seam = metal::max(_e2650, _e2656 * deck); float _e2659 = seam; float _e2666 = aaBand(lq.z, 1.42 - 0.024, 1.42 + 0.024, fwL.z); seam = metal::max(_e2659, _e2666 * metal::step(ax_2, 0.68)); } } if (kr > 7.5) { float _e2673 = seam; float _e2677 = aaBand(ax_2, 0.53, 0.6, fwL.x); seam = metal::max(_e2673, _e2677 * 0.8); } metal::float3 _e2681 = albedo; float _e2682 = seam; albedo = _e2681 * (1.0 - (0.93 * _e2682)); float _e2688 = envK; float _e2689 = seam; envK = _e2688 * (1.0 - (0.9 * _e2689)); float _e2695 = seam; specK = 1.0 - (0.9 * _e2695); if (side) { float dF = metal::length(metal::float2(lq.z - T.z, lq.y - 0.35)); float dR = metal::length(metal::float2(lq.z - T.w, lq.y - 0.35)); float dA = metal::min(dF, dR); metal::float3 _e2717 = albedo; float _e2731 = aaBand(dA, 0.46, 0.5, fwL.z + fwL.y); albedo = (_e2717 * (1.0 - (0.5 * metal::smoothstep(0.78, 0.46, dA)))) * (1.0 - (0.5 * _e2731)); } float _e2748 = noise(metal::float2(lq.z * 3.1, (lq.y * 9.0) + (lq.x * 2.0))); float grime_1 = (metal::smoothstep(0.78, 0.32, lq.y) * (0.45 + (0.55 * _e2748))) * (wr ? 0.6 : 0.38); metal::float3 _e2762 = albedo; metal::float3 _e2763 = albedo; albedo = metal::mix(_e2762, (_e2763 * 0.55) + metal::float3(0.05, 0.045, 0.035), grime_1); if (top) { metal::float3 _e2772 = albedo; float _e2778 = noise(lq.xz * metal::float2(6.0, 2.5)); albedo = _e2772 * (0.94 + (0.08 * _e2778)); } float _e2787 = aaBand(ax_2, 0.4, 0.78, fwL.x); float lens = (_e2787 * metal::step(0.5, lq.y)) * (burnt ? 0.0 : 1.0); float fL = lens * (1.0 - metal::smoothstep(T.x + 0.16, T.x + 0.2, lq.z)); float rL = lens * metal::smoothstep(T.y - 0.2, T.y - 0.16, lq.z); if ((fL + rL) > 0.0) { float _e2822 = aaBand(ax_2, 0.43, 0.75, fwL.x); float rim_1 = 1.0 - _e2822; metal::float3 _e2825 = albedo; albedo = metal::mix(_e2825, metal::mix(metal::float3(0.78, 0.8, 0.82), metal::float3(0.95), rim_1), fL); metal::float3 _e2834 = albedo; albedo = metal::mix(_e2834, metal::mix(metal::float3(0.5, 0.025, 0.035), metal::float3(0.9, 0.5, 0.2) * metal::step(0.63, ax_2), rim_1 * 0.5), rL); emissive = (metal::float3(1.0, 0.06, 0.05) * rL) * (wr ? 0.0 : 0.9); gloss = 1.0; } if (burnt) { float _e2869 = O.offset.w; float _e2872 = fbm((lq.xz * 2.2) + metal::float2(lq.y * 3.0, _e2869)); float rust_1 = metal::smoothstep(0.45, 0.7, _e2872); float _e2884 = fbm((lq.zy * metal::float2(1.6, 3.0)) + metal::float2(7.0)); float soot_1 = metal::clamp(metal::smoothstep(0.35, 0.65, _e2884) + (metal::smoothstep(-0.6, -1.6, lq.z) * 0.6), 0.0, 1.0); metal::float3 _e2898 = albedo; albedo = metal::mix(_e2898, metal::float3(0.2, 0.09, 0.04) * (0.7 + (0.6 * _e2872)), rust_1 * 0.7); metal::float3 _e2911 = albedo; albedo = metal::mix(_e2911, metal::float3(0.018, 0.016, 0.015), soot_1 * 0.75); } float _e2919 = gloss; gloss = metal::max(_e2919, burnt ? 0.05 : (wr ? 0.35 : 0.82)); } else { if (mat == 20) { metal::float3 paint = albedo; bool sideW = metal::abs(i_11.lp.w) > 0.45; float fu_1 = fwUV.x; float fv_1 = fwUV.y; float pw = sideW ? 0.045 : 0.07; float _e2943 = aaBand(i_11.uv.x, pw, 1.0 - pw, fu_1); float _e2950 = aaBand(i_11.uv.y, 0.07, sideW ? 0.9 : 0.93, fv_1); frame = 1.0 - (_e2943 * _e2950); if (sideW) { float _e2955 = frame; float _e2960 = aaBand(i_11.uv.x, 0.47, 0.53, fu_1); frame = metal::max(_e2955, _e2960); } float _e2966 = aaBand(i_11.uv.y, 0.07, 0.12, fv_1); float _e2967 = frame; float seal = _e2966 * (1.0 - _e2967); float _e2975 = frame; albedo = metal::mix(metal::float3(0.018, 0.022, 0.03), paint, _e2975); metal::float3 _e2977 = albedo; albedo = metal::mix(_e2977, metal::float3(0.01), seal * 0.8); gloss = 1.0; float _e2984 = frame; wet = 0.7 * (1.0 - _e2984); float _e2989 = frame; float inside = ((1.0 - _e2989) * (1.0 - metal::smoothstep(0.2, 0.45, i_11.uv.y))) * (sideW ? 0.0 : 1.0); metal::float3 _e3004 = albedo; albedo = _e3004 + (metal::float3(0.035, 0.035, 0.04) * inside); float st_1 = metal::fract((((i_11.wpos.x * 0.7) + (i_11.wpos.z * 0.45)) * 0.9) + (i_11.wpos.y * 0.6)); float bnd = metal::smoothstep(0.0, 0.06, st_1) * metal::smoothstep(0.34, 0.2, st_1); float _e3032 = frame; float _e3040 = frame; float _e3049 = frame; envK = (metal::mix(0.6, 1.0, _e3032) * metal::mix(0.7 + (2.2 * bnd), 1.0, _e3040)) * metal::mix(0.8, 1.35, metal::smoothstep(0.1, 0.9, i_11.uv.y) * (1.0 - _e3049)); } else { if (mat == 8) { float _e3069 = fbm(metal::float2(i_11.wpos.x * 3.0, (i_11.wpos.y * 2.0) - (t_4 * 4.0))); emissive = metal::mix(metal::float3(1.0, 0.25, 0.02), metal::float3(1.0, 0.85, 0.3), _e3069) * (3.0 + (3.0 * _e3069)); } } } } } } } } } } } } } } } } } } } } } metal::float3 _e3084 = emissive; float _e3088 = F.misc.x; emissive = _e3084 * _e3088; metal::float3 _e3090 = albedo; metal::float3 _e3091 = albedo; float _e3101 = F.misc.z; albedo = metal::mix(_e3090, metal::float3(metal::dot(_e3091, metal::float3(0.3, 0.55, 0.15))), _e3101); float _e3104 = N_1.y; float up = (_e3104 * 0.5) + 0.5; metal::float4 _e3111 = F.moon; metal::float3 sunL = metal::normalize(_e3111.xyz); metal::float3 _e3114 = N_1; float ndl_1 = metal::max(metal::dot(_e3114, sunL), 0.0); metal::float3 _e3118 = N_1; float _e3119 = sunShadow(P_1, _e3118, ndl_1, F, tSun, sSun); metal::float4 _e3126 = F.sunCol; float _e3131 = F.moon.w; metal::float4 _e3137 = F.ambient; metal::float3 bounce = metal::float3(0.5, 0.42, 0.34) * (((_e3126.xyz * _e3131) * 0.09) + metal::float3(metal::length(_e3137.xyz) * 0.3)); float _e3148 = N_1.y; if (_e3148 < 0.5) { ao = metal::mix(0.5, 1.0, metal::smoothstep(0.0, 1.8, i_11.wpos.y)); } float _e3161 = N_1.y; if (_e3161 < 0.5) { sky = metal::mix(0.32, 1.0, metal::smoothstep(0.0, 16.0, i_11.wpos.y)); } else { if (i_11.wpos.y < 0.4) { float _e3177 = wideAt(i_11.wpos.z, F); sky = metal::mix(0.5, 1.0, metal::smoothstep(8.2, 3.5, metal::abs(i_11.wpos.x) - _e3177)); } } metal::float4 _e3187 = F.ambient; float _e3190 = sky; float _e3199 = ao; light = ((((_e3187.xyz * up) * _e3190) + (bounce * (1.0 - up))) + (bounce * 0.3)) * _e3199; metal::float3 _e3202 = light; metal::float4 _e3205 = F.sunCol; float _e3210 = F.moon.w; light = _e3202 + (((_e3205.xyz * _e3210) * ndl_1) * _e3119); float _e3215 = wet; float _e3216 = gloss; float rough = metal::mix(0.7, 0.14, metal::clamp(_e3215 + (_e3216 * 0.5), 0.0, 1.0)); float a2_ = ((rough * rough) * rough) * rough; float _e3229 = wet; float _e3230 = gloss; float f0_ = 0.03 + (0.45 * metal::clamp(_e3229 + (_e3230 * 0.35), 0.0, 1.0)); { metal::float3 H = metal::normalize(sunL + V); metal::float3 _e3246 = N_1; float nh = metal::max(metal::dot(_e3246, H), 0.0); float dn = ((nh * nh) * (a2_ - 1.0)) + 1.0; float D = metal::min(a2_ / ((3.14159 * dn) * dn), 40.0); metal::float3 _e3262 = spec; metal::float4 _e3265 = F.sunCol; float _e3270 = F.moon.w; spec = _e3262 + (((((_e3265.xyz * _e3270) * D) * ndl_1) * _e3119) * f0_); } float _e3280 = F.ambient.w; int n_5 = naga_f2i32(_e3280); float _e3285 = reflK; if (_e3285 > 0.01) { float _e3291 = N_1.y; local_12 = _e3291 > 0.6; } else { local_12 = false; } bool doRefl = local_12; metal::float4 _e3298 = F.camPos; metal::float3 camF = _e3298.xyz; float rip = (metal::sin(((i_11.wpos.x * 9.0) + (t_4 * 2.3)) + (metal::sin(i_11.wpos.z * 3.1) * 2.0)) * 0.5) + (metal::sin((i_11.wpos.z * 11.0) - (t_4 * 1.7)) * 0.5); uint2 loop_bound_2 = uint2(4294967295u); bool loop_init_2 = true; while(true) { if (metal::all(loop_bound_2 == uint2(0u))) { break; } loop_bound_2 -= uint2(loop_bound_2.y == 0u, 1u); if (!loop_init_2) { int _e3666 = k; k = as_type(as_type(_e3666) + as_type(1)); } loop_init_2 = false; int _e3328 = k; if (_e3328 < MAX_LIGHTS) { } else { break; } { int _e3331 = k; if (_e3331 >= n_5) { break; } float _e3336 = O.lm.x; float _e3340 = O.lm.y; int _e3341 = k; uint mw = naga_f2u32((_e3341 >= 20) ? _e3340 : _e3336); int _e3346 = k; if (((mw >> static_cast(naga_mod(_e3346, 20))) & 1u) == 0u) { continue; } int _e3357 = k; Light L = F.lights.inner[metal::min(unsigned(_e3357), 39u)]; metal::float3 d = L.posR.xyz - P_1; float dist = metal::length(d); float r_1 = L.posR.w; if (L.col.w > 7.5) { float dxz = metal::length(P_1.xz - L.posR.xz); float rc_2 = (L.posR.w * metal::max(L.posR.y - i_11.wpos.y, 0.0)) / L.posR.y; float cone = metal::smoothstep(rc_2 * 1.02, rc_2 * 0.84, dxz) * (0.7 + (0.3 * metal::smoothstep(rc_2 * 0.8, 0.0, dxz))); metal::float3 sdir = metal::normalize(L.posR.xyz - P_1); metal::float3 _e3405 = N_1; float lam = metal::max(metal::dot(_e3405, sdir), 0.0); metal::float3 _e3409 = light; light = _e3409 + (((L.col.xyz * cone) * (0.35 + (0.65 * lam))) * 1.7); metal::float3 Hs = metal::normalize(sdir + V); metal::float3 _e3423 = N_1; float nhs = metal::max(metal::dot(_e3423, Hs), 0.0); float dns = ((nhs * nhs) * (a2_ - 1.0)) + 1.0; metal::float3 _e3433 = spec; spec = _e3433 + (((((L.col.xyz * cone) * metal::min(a2_ / ((3.14159 * dns) * dns), 40.0)) * lam) * f0_) * 0.8); continue; } if (doRefl) { local_13 = L.posR.y > 0.25; } else { local_13 = false; } bool _e3456 = local_13; if (_e3456) { float ly = L.posR.y; float tm = camF.y / (camF.y + ly); metal::float2 M = camF.xz + ((L.posR.xz - camF.xz) * tm); metal::float2 toCam = camF.xz - M; metal::float2 ax_3 = toCam / metal::float2(metal::max(metal::length(toCam), 0.001)); metal::float2 dp = P_1.xz - M; float along = metal::dot(dp, ax_3); float len = 1.5 + (ly * 2.1); if (along > -1.0) { local_14 = along < len; } else { local_14 = false; } bool _e3490 = local_14; if (_e3490) { float _e3498 = reflW; float across = metal::dot(dp, metal::float2(-(ax_3.y), ax_3.x)) + ((rip * 0.07) * _e3498); float _e3505 = reflW; float wdt = ((0.1 + (ly * 0.035)) * _e3505) * (1.0 + ((0.6 * metal::max(along, 0.0)) / len)); float ac = metal::exp(-((across * across)) / (wdt * wdt)); float al = metal::smoothstep(-1.0, -0.2, along) * (1.0 - metal::smoothstep(len * 0.25, len, along)); float br = 0.6 + (0.4 * metal::sin(((along * 7.0) - (t_4 * 3.0)) + (i_11.wpos.x * 3.0))); metal::float3 lc_1 = L.col.xyz / metal::float3(metal::max(1.0, metal::max(L.col.x, metal::max(L.col.y, L.col.z)) * 0.5)); metal::float3 _e3559 = refl; float _e3573 = reflW; refl = _e3559 + (((((lc_1 * ac) * al) * br) * metal::min(1.0, 3.0 / (1.0 + ((0.04 * ly) * ly)))) / metal::float3(_e3573)); } } if (dist > r_1) { continue; } metal::float3 ldir = d / metal::float3(metal::max(dist, 0.001)); float wn = metal::clamp(1.0 - metal::pow(dist / r_1, 4.0), 0.0, 1.0); float att = (wn * wn) / (1.0 + ((dist * dist) * 0.3)); metal::float3 _e3597 = N_1; float lam_1 = metal::max(metal::dot(_e3597, ldir), 0.0); if (L.col.w > 0.5) { local_15 = L.col.w < 1.5; } else { local_15 = false; } bool isDyn = local_15; float diff = isDyn ? (0.7 + (0.3 * lam_1)) : lam_1; metal::float3 _e3618 = light; if (!(isDyn)) { local_16 = L.col.w > 1.5; } else { local_16 = true; } bool _e3631 = local_16; light = _e3618 + (((L.col.xyz * att) * diff) * (_e3631 ? 3.6 : 2.4)); metal::float3 H_1 = metal::normalize(ldir + V); metal::float3 _e3639 = N_1; float nh_1 = metal::max(metal::dot(_e3639, H_1), 0.0); float dn_1 = ((nh_1 * nh_1) * (a2_ - 1.0)) + 1.0; float D_1 = metal::min(a2_ / ((3.14159 * dn_1) * dn_1), 40.0); metal::float3 _e3655 = spec; spec = _e3655 + (((((L.col.xyz * D_1) * att) * lam_1) * f0_) * 2.0); } } if (!((mat == 6))) { local_17 = mat == 17; } else { local_17 = true; } bool _e3676 = local_17; if (!(_e3676)) { local_18 = mat == 19; } else { local_18 = true; } bool _e3683 = local_18; if (!(_e3683)) { local_19 = mat == 20; } else { local_19 = true; } bool _e3690 = local_19; if (_e3690) { metal::float3 _e3692 = N_1; metal::float3 R_1 = metal::reflect(-(V), _e3692); metal::float3 _e3694 = N_1; float ndv = metal::max(metal::dot(_e3694, V), 0.0); if (!((mat == 17))) { local_20 = mat == 20; } else { local_20 = true; } bool _e3706 = local_20; float c0_ = _e3706 ? 0.09 : 0.06; float fres = c0_ + ((1.0 - c0_) * metal::pow(1.0 - ndv, 5.0)); metal::float4 _e3720 = F.ambient; metal::float3 zen = _e3720.xyz * 0.9; metal::float4 _e3726 = F.fog; metal::float4 _e3732 = F.sunCol; float _e3737 = F.moon.w; metal::float3 hor = ((_e3726.xyz * 1.2) + ((_e3732.xyz * _e3737) * 0.12)) * 1.8; metal::float3 skyR = metal::mix(zen, hor, metal::smoothstep(0.6, 0.08, R_1.y)) * metal::smoothstep(-0.35, 0.0, R_1.y); metal::float3 _e3754 = spec; float _e3756 = sky; float _e3761 = ao; float _e3763 = envK; spec = _e3754 + ((((skyR * fres) * metal::mix(0.55, 1.0, _e3756)) * _e3761) * _e3763); if (mat == 19) { local_21 = i_11.uv.y < 19.5; } else { local_21 = false; } bool _e3775 = local_21; if (_e3775) { metal::float3 Hc = metal::normalize(sunL + V); metal::float3 _e3778 = N_1; float gl = metal::pow(metal::max(metal::dot(_e3778, Hc), 0.0), 220.0); metal::float3 _e3784 = spec; metal::float4 _e3787 = F.sunCol; float _e3792 = F.moon.w; spec = _e3784 + (((((_e3787.xyz * _e3792) * gl) * ndl_1) * _e3119) * 0.9); } } metal::float3 _e3800 = albedo; metal::float3 _e3801 = light; metal::float3 _e3803 = emissive; metal::float3 _e3805 = spec; float _e3806 = specK; metal::float3 _e3809 = refl; float _e3810 = reflK; col_1 = (((_e3800 * _e3801) + _e3803) + (_e3805 * _e3806)) + ((_e3809 * _e3810) * 0.8); metal::float3 _e3816 = col_1; metal::float3 _e3817 = albedo; float _e3826 = F.params.z; col_1 = _e3816 + (((_e3817 * metal::float3(1.0, 0.9, 0.75)) * _e3826) * 0.45); metal::float4 _e3833 = F.camPos; float dist_1 = metal::length(_e3833.xyz - P_1); float _e3840 = F.fog.w; float fogF = 1.0 - metal::exp(-(_e3840) * metal::max(dist_1 - 22.0, 0.0)); float _e3853 = F.misc.w; float mistK = (_e3853 > 0.99) ? 0.0 : 1.0; float _e3874 = noise((P_1.xz * 0.15) + metal::float2(t_4 * 0.05, 0.0)); float mist = ((metal::smoothstep(1.4, 0.0, i_11.wpos.y) * 0.25) * mistK) * (0.6 + (0.4 * _e3874)); metal::float3 _e3880 = col_1; metal::float4 _e3883 = F.fog; col_1 = metal::mix(_e3880, _e3883.xyz, metal::clamp(fogF + (mist * 0.5), 0.0, 0.92)); metal::float3 _e3894 = col_1; o_3.color = metal::float4(_e3894, 1.0); metal::float3 vn = metal::normalize(i_11.vnz.xyz); float vz = i_11.vnz.w; if (i_11.wpos.y < 0.3) { float _e3910 = N_1.y; local_22 = _e3910 > 0.7; } else { local_22 = false; } bool _e3914 = local_22; o_3.nd = metal::float4(vn, _e3914 ? -(vz) : vz); FOut _e3917 = o_3; return _e3917; } bool nearCut( VOut i_12, constant Frame& F ) { bool local_23 = {}; float _e4 = F.wq.w; float fd = metal::abs(_e4); if (!((fd < 4.0))) { local_23 = i_12.wpos.y < 0.8; } else { local_23 = true; } bool _e16 = local_23; if (_e16) { return false; } float k_2 = metal::smoothstep(fd * 0.5, fd * 0.72, i_12.vnz.w); if (k_2 >= 1.0) { return false; } metal::uint2 q_3 = metal::uint2(naga_f2u32(i_12.clip.x) & 3u, naga_f2u32(i_12.clip.y) & 3u); type_16 bayer = type_16 {{0.0, 8.0, 2.0, 10.0, 12.0, 4.0, 14.0, 6.0, 3.0, 11.0, 1.0, 9.0, 15.0, 7.0, 13.0, 5.0}}; return (k_2 * 16.0) < (bayer.inner[metal::min(unsigned((q_3.y * 4u) + q_3.x), 15u)] + 0.5); } metal::float4 ndOut( VOut i_13 ) { bool local_24 = {}; metal::float3 N_2 = metal::normalize(i_13.nrm); metal::float3 P_2 = i_13.wpos; metal::float3 vn_1 = metal::normalize(i_13.vnz.xyz); float vz_1 = i_13.vnz.w; if (i_13.wpos.y < 0.3) { local_24 = N_2.y > 0.7; } else { local_24 = false; } bool _e19 = local_24; return metal::float4(vn_1, _e19 ? -(vz_1) : vz_1); } struct vs_shadowInput { metal::float3 pos [[attribute(0)]]; metal::float3 nrm [[attribute(1)]]; metal::float4 col_2 [[attribute(2)]]; metal::float2 uv_1 [[attribute(3)]]; }; struct vs_shadowOutput { metal::float4 clip [[position]]; float d [[user(loc0), center_perspective]]; }; vertex vs_shadowOutput vs_shadow( vs_shadowInput varyings [[stage_in]] , constant Frame& F [[buffer(0)]] , constant Obj& O [[buffer(1)]] ) { const VIn v = { varyings.pos, varyings.nrm, varyings.col_2, varyings.uv_1 }; SOut o = {}; metal::float4x4 _e4 = F.sunVP; metal::float3 _e7 = objPos(v.pos, v.nrm, F, O); metal::float3 _e10 = sway(_e7, v.col.w, F); metal::float4 c_4 = _e4 * metal::float4(_e10, 1.0); o.clip = c_4; o.d = c_4.z; SOut _e17 = o; const auto _tmp = _e17; return vs_shadowOutput { _tmp.clip, _tmp.d }; } struct fs_shadowInput { float d [[user(loc0), center_perspective]]; }; struct fs_shadowOutput { metal::float4 member_1 [[color(0)]]; }; fragment fs_shadowOutput fs_shadow( fs_shadowInput varyings_1 [[stage_in]] , metal::float4 clip [[position]] ) { const SOut i = { clip, varyings_1.d }; return fs_shadowOutput { metal::float4(i.d, 0.0, 0.0, 1.0) }; } struct fs_depthInput { float d [[user(loc0), center_perspective]]; }; fragment void fs_depth( fs_depthInput varyings_2 [[stage_in]] , metal::float4 clip_1 [[position]] ) { const SOut i_1 = { clip_1, varyings_2.d }; return; } struct vs_mainInput { metal::float3 pos [[attribute(0)]]; metal::float3 nrm [[attribute(1)]]; metal::float4 col_2 [[attribute(2)]]; metal::float2 uv_1 [[attribute(3)]]; }; struct vs_mainOutput { metal::float4 clip [[position]]; metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col [[user(loc2), center_perspective]]; metal::float2 uv [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; vertex vs_mainOutput vs_main( vs_mainInput varyings_3 [[stage_in]] , constant Frame& F [[buffer(0)]] , constant Obj& O [[buffer(1)]] ) { const VIn v_1 = { varyings_3.pos, varyings_3.nrm, varyings_3.col_2, varyings_3.uv_1 }; VOut o_1 = {}; metal::float3 bp = {}; bool local = {}; bool local_1 = {}; bool local_2 = {}; metal::float3 _e4 = objPos(v_1.pos, v_1.nrm, F, O); metal::float3 _e7 = sway(_e4, v_1.col.w, F); o_1.wpos = _e7; metal::float3 _e11 = objNrm(v_1.nrm, O); o_1.nrm = _e11; o_1.col = v_1.col; o_1.uv = v_1.uv; o_1.lp = metal::float4(v_1.pos, v_1.nrm.x / metal::max(metal::length(v_1.nrm), 0.0001)); metal::float3 _e26 = bend(_e7, F); bp = _e26; metal::float3 _e29 = o_1.nrm; metal::float3 nu = metal::normalize(_e29); float gy_1 = (_e7.y > 0.17) ? (_e7.y - 0.19) : _e7.y; if (nu.y > 0.95) { local = gy_1 > 0.0004; } else { local = false; } bool _e47 = local; if (_e47) { local_1 = gy_1 < 0.04; } else { local_1 = false; } bool _e53 = local_1; if (_e53) { local_2 = _e7.y < 0.24; } else { local_2 = false; } bool _e60 = local_2; if (_e60) { metal::float3 _e61 = bp; metal::float4 _e64 = F.camPos; metal::float3 _e66 = bp; bp = _e61 + (metal::normalize(_e64.xyz - _e66) * (gy_1 * 8.0)); } metal::float4x4 _e76 = F.viewProj; metal::float3 _e77 = bp; o_1.clip = _e76 * metal::float4(_e77, 1.0); metal::float2 _e82 = bendH(_e7.z, F); metal::float3 _e84 = o_1.nrm; metal::float3 n0_ = metal::normalize(_e84); metal::float3 bn = metal::float3((n0_.x * _e82.y) + (n0_.z * _e82.x), n0_.y, (-(n0_.x) * _e82.x) + (n0_.z * _e82.y)); metal::float4x4 _e106 = F.view; metal::float4x4 _e113 = F.view; metal::float3 _e114 = bp; o_1.vnz = metal::float4((_e106 * metal::float4(bn, 0.0)).xyz, -((_e113 * metal::float4(_e114, 1.0)).z)); VOut _e121 = o_1; const auto _tmp_1 = _e121; return vs_mainOutput { _tmp_1.clip, _tmp_1.wpos, _tmp_1.nrm, _tmp_1.col, _tmp_1.uv, _tmp_1.vnz, _tmp_1.lp }; } struct fs_mainInput { metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col_2 [[user(loc2), center_perspective]]; metal::float2 uv_1 [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; struct fs_mainOutput { metal::float4 color [[color(0)]]; metal::float4 nd [[color(1)]]; }; fragment fs_mainOutput fs_main( fs_mainInput varyings_4 [[stage_in]] , metal::float4 clip_2 [[position]] , constant Frame& F [[buffer(0)]] , constant Obj& O [[buffer(1)]] , metal::depth2d tSun [[texture(0)]] , metal::sampler sSun [[sampler(1)]] , metal::texture2d tScreen [[texture(1)]] , metal::sampler sScreen [[sampler(0)]] , metal::texture2d tSign [[texture(2)]] , metal::texture2d tBoard [[texture(3)]] ) { const VOut i_2 = { clip_2, varyings_4.wpos, varyings_4.nrm, varyings_4.col_2, varyings_4.uv_1, {}, varyings_4.vnz, varyings_4.lp }; FOut _e1 = shadeAll(i_2, F, O, tSun, sSun, tScreen, sScreen, tSign, tBoard); const auto _tmp_2 = _e1; return fs_mainOutput { _tmp_2.color, _tmp_2.nd }; } struct fs_main_cutInput { metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col_2 [[user(loc2), center_perspective]]; metal::float2 uv_1 [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; struct fs_main_cutOutput { metal::float4 color [[color(0)]]; metal::float4 nd [[color(1)]]; }; fragment fs_main_cutOutput fs_main_cut( fs_main_cutInput varyings_5 [[stage_in]] , metal::float4 clip_3 [[position]] , constant Frame& F [[buffer(0)]] , constant Obj& O [[buffer(1)]] , metal::depth2d tSun [[texture(0)]] , metal::sampler sSun [[sampler(1)]] , metal::texture2d tScreen [[texture(1)]] , metal::sampler sScreen [[sampler(0)]] , metal::texture2d tSign [[texture(2)]] , metal::texture2d tBoard [[texture(3)]] ) { const VOut i_3 = { clip_3, varyings_5.wpos, varyings_5.nrm, varyings_5.col_2, varyings_5.uv_1, {}, varyings_5.vnz, varyings_5.lp }; bool _e1 = nearCut(i_3, F); if (_e1) { metal::discard_fragment(); } FOut _e2 = shadeAll(i_3, F, O, tSun, sSun, tScreen, sScreen, tSign, tBoard); const auto _tmp_3 = _e2; return fs_main_cutOutput { _tmp_3.color, _tmp_3.nd }; } struct fs_colorInput { metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col_2 [[user(loc2), center_perspective]]; metal::float2 uv_1 [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; struct fs_colorOutput { metal::float4 member_6 [[color(0)]]; }; fragment fs_colorOutput fs_color( fs_colorInput varyings_6 [[stage_in]] , metal::float4 clip_4 [[position]] , constant Frame& F [[buffer(0)]] , constant Obj& O [[buffer(1)]] , metal::depth2d tSun [[texture(0)]] , metal::sampler sSun [[sampler(1)]] , metal::texture2d tScreen [[texture(1)]] , metal::sampler sScreen [[sampler(0)]] , metal::texture2d tSign [[texture(2)]] , metal::texture2d tBoard [[texture(3)]] ) { const VOut i_4 = { clip_4, varyings_6.wpos, varyings_6.nrm, varyings_6.col_2, varyings_6.uv_1, {}, varyings_6.vnz, varyings_6.lp }; FOut _e1 = shadeAll(i_4, F, O, tSun, sSun, tScreen, sScreen, tSign, tBoard); return fs_colorOutput { _e1.color }; } struct fs_color_cutInput { metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col_2 [[user(loc2), center_perspective]]; metal::float2 uv_1 [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; struct fs_color_cutOutput { metal::float4 member_7 [[color(0)]]; }; fragment fs_color_cutOutput fs_color_cut( fs_color_cutInput varyings_7 [[stage_in]] , metal::float4 clip_5 [[position]] , constant Frame& F [[buffer(0)]] , constant Obj& O [[buffer(1)]] , metal::depth2d tSun [[texture(0)]] , metal::sampler sSun [[sampler(1)]] , metal::texture2d tScreen [[texture(1)]] , metal::sampler sScreen [[sampler(0)]] , metal::texture2d tSign [[texture(2)]] , metal::texture2d tBoard [[texture(3)]] ) { const VOut i_5 = { clip_5, varyings_7.wpos, varyings_7.nrm, varyings_7.col_2, varyings_7.uv_1, {}, varyings_7.vnz, varyings_7.lp }; bool _e1 = nearCut(i_5, F); if (_e1) { metal::discard_fragment(); } FOut _e2 = shadeAll(i_5, F, O, tSun, sSun, tScreen, sScreen, tSign, tBoard); return fs_color_cutOutput { _e2.color }; } struct fs_nd_cutInput { metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col_2 [[user(loc2), center_perspective]]; metal::float2 uv_1 [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; struct fs_nd_cutOutput { metal::float4 member_8 [[color(0)]]; }; fragment fs_nd_cutOutput fs_nd_cut( fs_nd_cutInput varyings_8 [[stage_in]] , metal::float4 clip_6 [[position]] , constant Frame& F [[buffer(0)]] ) { const VOut i_6 = { clip_6, varyings_8.wpos, varyings_8.nrm, varyings_8.col_2, varyings_8.uv_1, {}, varyings_8.vnz, varyings_8.lp }; bool _e1 = nearCut(i_6, F); if (_e1) { metal::discard_fragment(); } metal::float4 _e2 = ndOut(i_6); return fs_nd_cutOutput { _e2 }; } struct fs_ndInput { metal::float3 wpos [[user(loc0), center_perspective]]; metal::float3 nrm [[user(loc1), center_perspective]]; metal::float4 col_2 [[user(loc2), center_perspective]]; metal::float2 uv_1 [[user(loc3), center_perspective]]; metal::float4 vnz [[user(loc4), center_perspective]]; metal::float4 lp [[user(loc5), center_perspective]]; }; struct fs_ndOutput { metal::float4 member_9 [[color(0)]]; }; fragment fs_ndOutput fs_nd( fs_ndInput varyings_9 [[stage_in]] , metal::float4 clip_7 [[position]] ) { const VOut i_7 = { clip_7, varyings_9.wpos, varyings_9.nrm, varyings_9.col_2, varyings_9.uv_1, {}, varyings_9.vnz, varyings_9.lp }; metal::float4 _e1 = ndOut(i_7); return fs_ndOutput { _e1 }; }  à @‰/x¥”H% vs_shadowmainƒstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float _975[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; static const SOut _1077 = { float4(0.0f, 0.0f, 0.0f, 0.0f), 0.0f }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; cbuffer O : register(b1) { Obj O_1_m0 : packoffset(c0); }; static float4 gl_Position; static float3 pos; static float3 nrm; static float4 col; static float2 uv; static float d; struct SPIRV_Cross_Input { float3 pos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; }; struct SPIRV_Cross_Output { float d : TEXCOORD0; float4 gl_Position : SV_Position; }; float3 objRot(float3 p) { float _133 = cos(O_1_m0.xf.w); float _136 = sin(O_1_m0.xf.w); float3 _148 = float3((p.x * _133) - (p.y * _136), (p.x * _136) + (p.y * _133), p.z); float _151 = cos(O_1_m0.xf.z); float _154 = sin(O_1_m0.xf.z); float3 _167 = float3(_148.x, (_148.y * _151) + (_148.z * _154), ((-_148.y) * _154) + (_148.z * _151)); float _170 = cos(O_1_m0.xf.x); float _173 = sin(O_1_m0.xf.x); return float3((_167.x * _170) + (_167.z * _173), _167.y, ((-_167.x) * _173) + (_167.z * _170)); } int naga_div(int lhs, int rhs) { return lhs / (((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs); } int naga_mod(int lhs, int rhs) { int _64 = ((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs; return lhs - ((lhs / _64) * _64); } float wideAt(float z) { float _99 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _102 = int(clamp(floor(_99), -2147483648.0f, 2147483520.0f)); return lerp(F_1_m0.wwide[min(uint(naga_div(_102, 4)), 17u)][min(uint(naga_mod(_102, 4)), 3u)], F_1_m0.wwide[min(uint(naga_div(_102 + 1, 4)), 17u)][min(uint(naga_mod(_102 + 1, 4)), 3u)], _99 - float(_102)); } float3 objPos(float3 p, float3 n) { float3 wp = float3(0.0f, 0.0f, 0.0f); wp = objRot(p * ((O_1_m0.xf.y == 0.0f) ? 1.0f : O_1_m0.xf.y)) + O_1_m0.offset.xyz; if (O_1_m0.lm.z > 0.5f) { float _222 = length(n); bool _228 = _222 > 2.5f; if ((_222 < 1.5f) ? (abs(wp.x) >= 4.69999980926513671875f) : (!_228)) { wp.x += (sign(wp.x) * wideAt(wp.z)); } else { if (_228) { float _250 = wideAt(wp.z); if (_250 < 0.0f) { wp.x += ((sign(wp.x) * _250) * smoothstep(2.5f, 4.69999980926513671875f, (_222 - 3.0f) * 20.0f)); } } } } return wp; } float3 sway(float3 wp, float m) { bool _300 = false; if (!(abs(m - 1.2000000476837158203125f) > 0.039999999105930328369140625f)) { _300 = wp.y < 2.0f; } else { _300 = true; } if (_300) { return wp; } float _321 = clamp((wp.y - 2.0f) * 0.04500000178813934326171875f, 0.0f, 0.1599999964237213134765625f); float _326 = (wp.x * 0.37000000476837158203125f) + (wp.z * 0.23000000417232513427734375f); float _333 = 0.64999997615814208984375f + (0.3499999940395355224609375f * sin((F_1_m0.camPos.w * 0.310000002384185791015625f) + (wp.z * 0.0500000007450580596923828125f))); return wp + float3(((sin((F_1_m0.camPos.w * 1.2999999523162841796875f) + _326) + (0.300000011920928955078125f * sin(((F_1_m0.camPos.w * 3.7000000476837158203125f) + (wp.z * 1.89999997615814208984375f)) + (wp.y * 2.0f)))) * _321) * _333, 0.0f, (((sin(((F_1_m0.camPos.w * 1.10000002384185791015625f) + (_326 * 1.2999999523162841796875f)) + 1.7000000476837158203125f) + (0.300000011920928955078125f * sin((F_1_m0.camPos.w * 4.099999904632568359375f) + (wp.x * 2.099999904632568359375f)))) * _321) * 0.60000002384185791015625f) * _333); } void vert_main() { SOut o = _1077; VIn _1055 = { pos, nrm, col, uv }; float4 _1090 = mul(float4(sway(objPos(_1055.pos, _1055.nrm), _1055.col.w), 1.0f), F_1_m0.sunVP); o.clip = _1090; o.d = _1090.z; gl_Position = o.clip; d = o.d; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { pos = stage_input.pos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.d = d; return stage_output; }  fs_shadowmainWstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static float4 gl_FragCoord; static float d; static float4 _358; struct SPIRV_Cross_Input { float d : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _358 : SV_Target0; }; void frag_main() { SOut _351 = { gl_FragCoord, d }; _358 = float4(_351.d, 0.0f, 0.0f, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; d = stage_input.d; frag_main(); SPIRV_Cross_Output stage_output; stage_output._358 = _358; return stage_output; } fs_depthmainnstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static float4 gl_FragCoord; static float d; struct SPIRV_Cross_Input { float d : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; void frag_main() { SOut _351 = { gl_FragCoord, d }; } void main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; d = stage_input.d; frag_main(); } vs_mainmainK*struct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float _975[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; static const VOut _1087 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f) }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; cbuffer O : register(b1) { Obj O_1_m0 : packoffset(c0); }; static float4 gl_Position; static float3 pos; static float3 nrm; static float4 col; static float2 uv; static float3 wpos; static float3 nrm_1; static float4 col_1; static float2 uv_1; static float4 vnz; static float4 lp; struct SPIRV_Cross_Input { float3 pos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; }; struct SPIRV_Cross_Output { float3 wpos : TEXCOORD0; float3 nrm_1 : TEXCOORD1; float4 col_1 : TEXCOORD2; float2 uv_1 : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_Position : SV_Position; }; float3 objRot(float3 p) { float _133 = cos(O_1_m0.xf.w); float _136 = sin(O_1_m0.xf.w); float3 _148 = float3((p.x * _133) - (p.y * _136), (p.x * _136) + (p.y * _133), p.z); float _151 = cos(O_1_m0.xf.z); float _154 = sin(O_1_m0.xf.z); float3 _167 = float3(_148.x, (_148.y * _151) + (_148.z * _154), ((-_148.y) * _154) + (_148.z * _151)); float _170 = cos(O_1_m0.xf.x); float _173 = sin(O_1_m0.xf.x); return float3((_167.x * _170) + (_167.z * _173), _167.y, ((-_167.x) * _173) + (_167.z * _170)); } int naga_div(int lhs, int rhs) { return lhs / (((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs); } int naga_mod(int lhs, int rhs) { int _64 = ((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs; return lhs - ((lhs / _64) * _64); } float wideAt(float z) { float _99 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _102 = int(clamp(floor(_99), -2147483648.0f, 2147483520.0f)); return lerp(F_1_m0.wwide[min(uint(naga_div(_102, 4)), 17u)][min(uint(naga_mod(_102, 4)), 3u)], F_1_m0.wwide[min(uint(naga_div(_102 + 1, 4)), 17u)][min(uint(naga_mod(_102 + 1, 4)), 3u)], _99 - float(_102)); } float3 objPos(float3 p, float3 n) { float3 wp = float3(0.0f, 0.0f, 0.0f); wp = objRot(p * ((O_1_m0.xf.y == 0.0f) ? 1.0f : O_1_m0.xf.y)) + O_1_m0.offset.xyz; if (O_1_m0.lm.z > 0.5f) { float _222 = length(n); bool _228 = _222 > 2.5f; if ((_222 < 1.5f) ? (abs(wp.x) >= 4.69999980926513671875f) : (!_228)) { wp.x += (sign(wp.x) * wideAt(wp.z)); } else { if (_228) { float _250 = wideAt(wp.z); if (_250 < 0.0f) { wp.x += ((sign(wp.x) * _250) * smoothstep(2.5f, 4.69999980926513671875f, (_222 - 3.0f) * 20.0f)); } } } } return wp; } float3 sway(float3 wp, float m) { bool _300 = false; if (!(abs(m - 1.2000000476837158203125f) > 0.039999999105930328369140625f)) { _300 = wp.y < 2.0f; } else { _300 = true; } if (_300) { return wp; } float _321 = clamp((wp.y - 2.0f) * 0.04500000178813934326171875f, 0.0f, 0.1599999964237213134765625f); float _326 = (wp.x * 0.37000000476837158203125f) + (wp.z * 0.23000000417232513427734375f); float _333 = 0.64999997615814208984375f + (0.3499999940395355224609375f * sin((F_1_m0.camPos.w * 0.310000002384185791015625f) + (wp.z * 0.0500000007450580596923828125f))); return wp + float3(((sin((F_1_m0.camPos.w * 1.2999999523162841796875f) + _326) + (0.300000011920928955078125f * sin(((F_1_m0.camPos.w * 3.7000000476837158203125f) + (wp.z * 1.89999997615814208984375f)) + (wp.y * 2.0f)))) * _321) * _333, 0.0f, (((sin(((F_1_m0.camPos.w * 1.10000002384185791015625f) + (_326 * 1.2999999523162841796875f)) + 1.7000000476837158203125f) + (0.300000011920928955078125f * sin((F_1_m0.camPos.w * 4.099999904632568359375f) + (wp.x * 2.099999904632568359375f)))) * _321) * 0.60000002384185791015625f) * _333); } float3 objNrm(float3 n) { return objRot(n); } float kStep(int i) { int _378 = min(max(i, 0), (int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 2)); uint _382 = min(uint(_378), 71u); uint _387 = min(uint(_378 + 1), 71u); return ((F_1_m0.warp[_387].z * F_1_m0.warp[_382].w) - (F_1_m0.warp[_387].w * F_1_m0.warp[_382].z)) * F_1_m0.wq.y; } float kNode(int i) { return 0.5f * (kStep(i - 1) + kStep(i)); } float3 bend(float3 p) { float x = 0.0f; float ax = 0.0f; if (F_1_m0.wq.w < 0.5f) { return p; } int _430 = int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)); float _437 = (p.z - F_1_m0.wq.x) * F_1_m0.wq.y; if (_437 <= 0.0f) { float _446 = p.z - F_1_m0.wq.x; return float3((F_1_m0.warp[0u].x + (F_1_m0.warp[0u].z * _446)) + (p.x * F_1_m0.warp[0u].w), p.y, (F_1_m0.warp[0u].y + (F_1_m0.warp[0u].w * _446)) - (p.x * F_1_m0.warp[0u].z)); } if (_437 >= float(_430 - 1)) { uint _471 = min(uint(_430 - 1), 71u); float _483 = p.z - (F_1_m0.wq.x + (float(_430 - 1) / F_1_m0.wq.y)); return float3((F_1_m0.warp[_471].x + (F_1_m0.warp[_471].z * _483)) + (p.x * F_1_m0.warp[_471].w), p.y, (F_1_m0.warp[_471].y + (F_1_m0.warp[_471].w * _483)) - (p.x * F_1_m0.warp[_471].z)); } int _504 = int(clamp(floor(_437), -2147483648.0f, 2147483520.0f)); float _506 = _437 - float(_504); uint _507 = min(uint(_504), 71u); uint _511 = min(uint(_504 + 1), 71u); float _529 = atan2((F_1_m0.warp[_511].z * F_1_m0.warp[_507].w) - (F_1_m0.warp[_511].w * F_1_m0.warp[_507].z), (F_1_m0.warp[_507].w * F_1_m0.warp[_511].w) + (F_1_m0.warp[_507].z * F_1_m0.warp[_511].z)) * _506; float _530 = _529 * 0.5f; float _539 = (_506 / F_1_m0.wq.y) * ((abs(_530) < 9.9999997473787516355514526367188e-06f) ? 1.0f : (sin(_530) / _530)); float _540 = cos(_530); float _541 = sin(_530); float _542 = cos(_529); float _543 = sin(_529); float4 _570 = float4(F_1_m0.warp[_507].x + (_539 * ((F_1_m0.warp[_507].z * _540) + (F_1_m0.warp[_507].w * _541))), F_1_m0.warp[_507].y + (_539 * ((F_1_m0.warp[_507].w * _540) - (F_1_m0.warp[_507].z * _541))), (F_1_m0.warp[_507].z * _542) + (F_1_m0.warp[_507].w * _543), (F_1_m0.warp[_507].w * _542) - (F_1_m0.warp[_507].z * _543)); float _574 = lerp(kNode(_504), kNode(_504 + 1), _506); x = p.x; if ((x * _574) > 0.0f) { float _582 = 0.819999992847442626953125f / abs(_574); ax = abs(x); if (ax > (_582 * 0.60000002384185791015625f)) { ax = (_582 * 0.60000002384185791015625f) + ((_582 * 0.4000000059604644775390625f) * (1.0f - exp((-(ax - (_582 * 0.60000002384185791015625f))) / (_582 * 0.4000000059604644775390625f)))); } x = sign(x) * ax; } return float3(_570.x + (x * _570.w), p.y, _570.y - (x * _570.z)); } float2 bendH(float z) { if (F_1_m0.wq.w < 0.5f) { return float2(0.0f, 1.0f); } float _643 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _646 = int(clamp(floor(_643), -2147483648.0f, 2147483520.0f)); uint _647 = min(uint(_646), 71u); uint _651 = min(uint(_646 + 1), 71u); float _671 = atan2((F_1_m0.warp[_651].z * F_1_m0.warp[_647].w) - (F_1_m0.warp[_651].w * F_1_m0.warp[_647].z), (F_1_m0.warp[_647].w * F_1_m0.warp[_651].w) + (F_1_m0.warp[_647].z * F_1_m0.warp[_651].z)) * (_643 - float(_646)); return float2((F_1_m0.warp[_647].z * cos(_671)) + (F_1_m0.warp[_647].w * sin(_671)), (F_1_m0.warp[_647].w * cos(_671)) - (F_1_m0.warp[_647].z * sin(_671))); } void vert_main() { bool _1094 = false; float3 bp = float3(0.0f, 0.0f, 0.0f); bool _1092 = false; VOut o = _1087; bool _1090 = false; VIn _1055 = { pos, nrm, col, uv }; float3 _1102 = sway(objPos(_1055.pos, _1055.nrm), _1055.col.w); o.wpos = _1102; o.nrm = objNrm(_1055.nrm); o.col = _1055.col; o.uv = _1055.uv; o.lp = float4(_1055.pos, _1055.nrm.x / max(length(_1055.nrm), 9.9999997473787516355514526367188e-05f)); bp = bend(_1102); float _1131 = (_1102.y > 0.17000000178813934326171875f) ? (_1102.y - 0.189999997615814208984375f) : _1102.y; if (normalize(o.nrm).y > 0.949999988079071044921875f) { _1090 = _1131 > 0.00039999998989515006542205810546875f; } else { _1090 = false; } if (_1090) { _1092 = _1131 < 0.039999999105930328369140625f; } else { _1092 = false; } if (_1092) { _1094 = _1102.y < 0.23999999463558197021484375f; } else { _1094 = false; } if (_1094) { bp += (normalize(F_1_m0.camPos.xyz - bp) * (_1131 * 8.0f)); } o.clip = mul(float4(bp, 1.0f), F_1_m0.viewProj); float2 _1170 = bendH(_1102.z); float3 _1173 = normalize(o.nrm); o.vnz = float4(mul(float4(float3((_1173.x * _1170.y) + (_1173.z * _1170.x), _1173.y, ((-_1173.x) * _1170.x) + (_1173.z * _1170.y)), 0.0f), F_1_m0.view).xyz, -mul(float4(bp, 1.0f), F_1_m0.view).z); gl_Position = o.clip; wpos = o.wpos; nrm_1 = o.nrm; col_1 = o.col; uv_1 = o.uv; vnz = o.vnz; lp = o.lp; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { pos = stage_input.pos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.wpos = wpos; stage_output.nrm_1 = nrm_1; stage_output.col_1 = col_1; stage_output.uv_1 = uv_1; stage_output.vnz = vnz; stage_output.lp = lp; return stage_output; } fs_mainmainÞGstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float4 _1323[5] = { float4(-2.2999999523162841796875f, 2.3399999141693115234375f, -1.37999999523162841796875f, 1.36000001430511474609375f), float4(-1.9500000476837158203125f, 1.940000057220458984375f, -1.2000000476837158203125f, 1.17999994754791259765625f), float4(-2.349999904632568359375f, 2.400000095367431640625f, -1.4500000476837158203125f, 1.5f), float4(-2.349999904632568359375f, 2.38000011444091796875f, -1.5f, 1.5499999523162841796875f), float4(-2.2999999523162841796875f, 2.3199999332427978515625f, -1.37999999523162841796875f, 1.39999997615814208984375f) }; static const float4 _1337[5] = { float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.08000004291534423828125f, 0.930000007152557373046875f), float4(-0.699999988079071044921875f, 0.449999988079071044921875f, 0.449999988079071044921875f, 0.930000007152557373046875f), float4(-0.939999997615814208984375f, -0.0199999995529651641845703125f, 0.300000011920928955078125f, 1.059999942779541015625f), float4(-1.37999999523162841796875f, -0.4000000059604644775390625f, 0.949999988079071044921875f, 1.34000003337860107421875f), float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.2999999523162841796875f, 1.019999980926513671875f) }; static const FOut _1452 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f) }; static const float _4152[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; cbuffer O : register(b1) { Obj O_1_m0 : packoffset(c0); }; Texture2D tSun : register(t0); SamplerComparisonState sSun : register(s1); Texture2D tScreen : register(t1); SamplerState sScreen : register(s0); Texture2D tSign : register(t2); Texture2D tBoard : register(t3); static float4 gl_FragCoord; static float3 wpos; static float3 nrm; static float4 col; static float2 uv; static float4 vnz; static float4 lp; static float4 color; static float4 nd; struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 color : SV_Target0; float4 nd : SV_Target1; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float hash21(float2 p) { float2 q = float2(0.0f, 0.0f); q = frac(p * float2(123.339996337890625f, 456.209991455078125f)); float _877 = dot(q, q + float2(45.31999969482421875f, 45.31999969482421875f)); q += float2(_877, _877); return frac(q.x * q.y); } float _noise(float2 p) { float2 _893 = floor(p); float2 _894 = frac(p); float2 _898 = (_894 * _894) * (float2(3.0f, 3.0f) - (_894 * 2.0f)); return lerp(lerp(hash21(_893), hash21(_893 + float2(1.0f, 0.0f)), _898.x), lerp(hash21(_893 + float2(0.0f, 1.0f)), hash21(_893 + float2(1.0f, 1.0f)), _898.x), _898.y); } float fbm(float2 p) { return ((_noise(p) * 0.550000011920928955078125f) + (_noise((p * 2.13000011444091796875f) + float2(3.099999904632568359375f, 3.099999904632568359375f)) * 0.300000011920928955078125f)) + (_noise((p * 4.69999980926513671875f) + float2(7.69999980926513671875f, 7.69999980926513671875f)) * 0.1500000059604644775390625f); } int naga_div(int lhs, int rhs) { return lhs / (((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs); } int naga_mod(int lhs, int rhs) { int _73 = ((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs; return lhs - ((lhs / _73) * _73); } float wideAt(float z) { float _108 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _111 = int(clamp(floor(_108), -2147483648.0f, 2147483520.0f)); return lerp(F_1_m0.wwide[min(uint(naga_div(_111, 4)), 17u)][min(uint(naga_mod(_111, 4)), 3u)], F_1_m0.wwide[min(uint(naga_div(_111 + 1, 4)), 17u)][min(uint(naga_mod(_111 + 1, 4)), 3u)], _108 - float(_111)); } float aaBand(float x, float a, float b, float w) { float _1119 = max(w, 9.9999997473787516355514526367188e-05f); return smoothstep(a - _1119, a + _1119, x) * (1.0f - smoothstep(b - _1119, b + _1119, x)); } float4 room(float2 o, float3 dir, float w, float h, float depth) { float surf = 0.0f; float shade = 1.0f; float2 uv_1 = float2(0.0f, 0.0f); float _957 = ((dir.x >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.x; float _962 = ((dir.y >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.y; float _970 = (_957 > 0.0f) ? ((w - o.x) / _957) : ((0.0f - o.x) / _957); float _978 = (_962 > 0.0f) ? ((h - o.y) / _962) : ((0.0f - o.y) / _962); float _983 = min(_970, min(_978, depth / max(dir.z, 0.001000000047497451305389404296875f))); float3 _989 = float3(o + (dir.xy * _983), dir.z * _983); uv_1 = float2(_989.x / w, _989.y / h); if (_983 == _970) { surf = 1.0f; shade = 0.62000000476837158203125f; uv_1 = float2(_989.z / depth, _989.y / h); } else { if (_983 == _978) { surf = (_962 < 0.0f) ? 2.0f : 3.0f; shade = (_962 < 0.0f) ? 0.4199999868869781494140625f : 0.949999988079071044921875f; uv_1 = float2(_989.x / w, _989.z / depth); } } shade *= lerp(1.0f, 0.550000011920928955078125f, clamp(_989.z / depth, 0.0f, 1.0f)); return float4(shade, uv_1, surf); } float4 graffiti(float u, float v, float seed) { float3 col_1 = float3(1.0f, 0.180000007152557373046875f, 0.550000011920928955078125f); float _1054 = floor(u / 3.2000000476837158203125f); float _1062 = (step(hash21(float2(_1054, seed + 5.0f)), 0.449999988079071044921875f) * step(v, 2.5f)) * step(0.25f, v); float _1070 = fbm(float2(u * 1.10000002384185791015625f, v * 2.2000000476837158203125f) + float2(seed * 3.099999904632568359375f, _1054 * 7.0f)); float _1072 = smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070) * _1062; float _1076 = (smoothstep(0.550000011920928955078125f, 0.579999983310699462890625f, _1070) - smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070)) * _1062; float _1079 = hash21(float2(_1054 + 2.0f, seed)); if (_1079 > 0.3300000131130218505859375f) { col_1 = float3(0.1500000059604644775390625f, 0.800000011920928955078125f, 1.0f); } if (_1079 > 0.699999988079071044921875f) { col_1 = float3(1.0f, 0.819999992847442626953125f, 0.20000000298023223876953125f); } float _1087 = step(_1076, _1072); return float4(lerp(float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f), col_1, float3(_1087, _1087, _1087)), clamp(_1072 + _1076, 0.0f, 1.0f) * 0.85000002384185791015625f); } float sunShadow(float3 P, float3 N, float ndl) { int j = -1; bool _393 = false; float lit = 0.0f; bool _391 = false; bool _395 = false; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); if (F_1_m0.sunCol.w < 0.5f) { return 1.0f; } float4 _416 = mul(float4(P + (N * 0.0599999986588954925537109375f), 1.0f), F_1_m0.sunVP); float2 _423 = float2((_416.x * 0.5f) + 0.5f, 0.5f - (_416.y * 0.5f)); if (!(_423.x <= 0.0f)) { _391 = _423.x >= 1.0f; } else { _391 = true; } if (!_391) { _393 = _423.y <= 0.0f; } else { _393 = true; } if (!_393) { _395 = _423.y >= 1.0f; } else { _395 = true; } if (_395) { return 1.0f; } uint _449_dummy_parameter; float _459 = clamp(F_1_m0.misc.y * 0.60000002384185791015625f, 0.75f, 2.0f) * 0.699999988079071044921875f; float2 _461 = float2(_459, _459) / float2(spvTextureSize(tSun, 0u, _449_dummy_parameter)); float _463 = _416.z - (0.00120000005699694156646728515625f + (0.0030000000260770320892333984375f * (1.0f - ndl))); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(j <= 1)) { break; } int i = -1; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(i <= 1)) { break; } lit += (float((2 - abs(i)) * (2 - abs(j))) * tSun.SampleCmpLevelZero(sSun, _423 + (float2(float(i), float(j)) * _461), _463)); i++; continue; } j++; continue; } return lit / 16.0f; } FOut shadeAll(VOut i) { float3 col_1 = float3(0.0f, 0.0f, 0.0f); bool _1442 = false; bool _1436 = false; bool _1430 = false; float3 refl = float3(0.0f, 0.0f, 0.0f); float sky = 1.0f; bool _1417 = false; float u = 0.0f; float rc = 0.0f; float win = 0.0f; float pLit = 0.86000001430511474609375f; float x1 = 0.7799999713897705078125f; float rc_1 = 0.0f; float gapWet = 0.0f; float reflK = 0.0f; float wet = 0.0f; float3 albedo = float3(0.0f, 0.0f, 0.0f); FOut o = _1452; bool _1444 = false; bool _1438 = false; bool _1432 = false; bool _1427 = false; float3 light = float3(0.0f, 0.0f, 0.0f); float frame = 0.0f; float v = 0.0f; bool _1403 = false; float door = 0.0f; float pBoard = 0.9700000286102294921875f; float y0 = 0.25f; float cw = 2.2999999523162841796875f; bool _1383 = false; float reflW = 1.0f; float gloss = 0.0f; float3 N = float3(0.0f, 0.0f, 0.0f); bool _1453 = false; bool _1446 = false; bool _1440 = false; bool _1434 = false; int k = 0; float3 spec = float3(0.0f, 0.0f, 0.0f); float ao = 1.0f; float seam = 0.0f; float su = 0.0f; bool _1405 = false; float3 wc = float3(0.0350000001490116119384765625f, 0.04500000178813934326171875f, 0.070000000298023223876953125f); float vb = 3.599999904632568359375f; float y1 = 0.819999992847442626953125f; float x0 = 0.2199999988079071044921875f; bool _1385 = false; float specK = 1.0f; float envK = 1.0f; float3 emissive = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); int _1461 = int(clamp(round(i.col.w * 10.0f), -2147483648.0f, 2147483520.0f)); albedo = i.col.xyz * O_1_m0.tint.xyz; N = normalize(i.nrm); float3 _1477 = normalize(F_1_m0.camPos.xyz - i.wpos); float2 _1479 = ddx(i.uv); float2 _1481 = ddy(i.uv); float2 _1485 = min(abs(_1479) + abs(_1481), float2(0.5f, 0.5f)); float3 _1486 = fwidth(i.wpos); float3 _1487 = min(_1486, float3(0.5f, 0.5f, 0.5f)); float3 _1490 = fwidth(i.lp.xyz); float3 _1491 = min(_1490, float3(0.5f, 0.5f, 0.5f)); if (_1461 == 1) { float _1498 = round(i.uv.x); albedo *= (0.819999992847442626953125f + (0.300000011920928955078125f * fbm(i.wpos.xz * 1.7000000476837158203125f))); if (_1498 == 1.0f) { float _1512 = floor(i.wpos.z / 0.300000011920928955078125f); float2 _1523 = float2((i.wpos.x / (0.4199999868869781494140625f + (0.100000001490116119384765625f * hash21(float2(_1512, 3.0f))))) + (_1512 * 0.37000000476837158203125f), i.wpos.z / 0.300000011920928955078125f); float2 _1525 = frac(_1523) - float2(0.5f, 0.5f); float _1536 = max(abs(_1525.x), abs(_1525.y)) + (_noise(i.wpos.xz * 6.0f) * 0.07999999821186065673828125f); float _1537 = smoothstep(0.4199999868869781494140625f, 0.5f, _1536); albedo = (albedo * (0.819999992847442626953125f + (0.36000001430511474609375f * hash21(floor(_1523))))) * (1.0f - (0.449999988079071044921875f * _1537)); N = normalize(N + ((float3(_1525.x, 0.0f, _1525.y) * 0.449999988079071044921875f) * smoothstep(0.25f, 0.4799999892711639404296875f, _1536))); gapWet = _1537; } else { if (_1498 == 2.0f) { float2 _1561 = frac(i.wpos.xz / float2(3.0f, 3.0f)) - float2(0.5f, 0.5f); float _1567 = smoothstep(0.48199999332427978515625f, 0.4970000088214874267578125f, max(abs(_1561.x), abs(_1561.y))); albedo = (albedo * (0.819999992847442626953125f + (0.300000011920928955078125f * hash21(floor(i.wpos.xz / float2(3.0f, 3.0f)))))) * (1.0f - (0.60000002384185791015625f * _1567)); albedo *= (1.0f - (0.449999988079071044921875f * smoothstep(0.60000002384185791015625f, 0.7200000286102294921875f, fbm((i.wpos.xz * 0.60000002384185791015625f) + float2(3.2999999523162841796875f, 3.2999999523162841796875f))))); gapWet = _1567; } } albedo *= (1.0f - (0.5f * ((smoothstep(0.0350000001490116119384765625f, 0.0f, abs(_noise(i.wpos.xz * 0.89999997615814208984375f) - 0.5f)) * smoothstep(0.4000000059604644775390625f, 0.699999988079071044921875f, _noise((i.wpos.xz * 0.20999999344348907470703125f) + float2(9.0f, 9.0f)))) * ((_1498 == 1.0f) ? 0.0f : 1.0f)))); float _1611 = abs(i.wpos.x) - wideAt(i.wpos.z); albedo *= lerp(1.0f, 0.62000000476837158203125f, smoothstep(4.55000019073486328125f, 5.0f, _1611) * step(_1611, 5.05000019073486328125f)); float _1640 = ((((step(0.5f, frac(i.wpos.z / 6.0f)) * smoothstep(0.12999999523162841796875f, 0.100000001490116119384765625f, abs(i.wpos.x))) + smoothstep(0.100000001490116119384765625f, 0.070000000298023223876953125f, abs(_1611 - 4.55000019073486328125f))) * smoothstep(0.25f, 0.60000002384185791015625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(1.7000000476837158203125f, 1.7000000476837158203125f)))) * 0.85000002384185791015625f) * ((_1498 == 1.0f) ? 0.0f : 1.0f); albedo = lerp(albedo, float3(0.7799999713897705078125f, 0.660000026226043701171875f, 0.319999992847442626953125f), float3(_1640, _1640, _1640)); float _1647 = smoothstep(0.519999980926513671875f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.23000000417232513427734375f) + float2(5.099999904632568359375f, 0.0f))); wet = lerp(0.3499999940395355224609375f, 1.0f, max(_1647, gapWet * 0.800000011920928955078125f)) * F_1_m0.params.x; albedo *= lerp(1.0f, 0.449999988079071044921875f, _1647); reflK = lerp(0.3499999940395355224609375f, 1.0f, _1647) * F_1_m0.params.x; reflW = lerp(1.7000000476837158203125f, 0.60000002384185791015625f, _1647); N = normalize(N + ((float3(sin(((i.wpos.x * 7.0f) + (F_1_m0.camPos.w * 1.2999999523162841796875f)) + (sin(i.wpos.z * 5.30000019073486328125f) * 1.5f)) * sin(((i.wpos.z * 6.099999904632568359375f) - (F_1_m0.camPos.w * 0.89999997615814208984375f)) + (sin(i.wpos.x * 4.099999904632568359375f) * 1.2000000476837158203125f)), 0.0f, sin(((i.wpos.z * 7.69999980926513671875f) - (F_1_m0.camPos.w * 1.10000002384185791015625f)) + (sin(i.wpos.x * 4.69999980926513671875f) * 1.39999997615814208984375f)) * sin(((i.wpos.x * 5.900000095367431640625f) + (F_1_m0.camPos.w * 0.800000011920928955078125f)) + (sin(i.wpos.z * 3.7000000476837158203125f) * 1.10000002384185791015625f))) * 0.0350000001490116119384765625f) * _1647)); gloss = 1.0f; } else { if (_1461 == 2) { float2 _1720 = abs(frac(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)) - float2(0.5f, 0.5f)); float _1724 = max(_1487.x, _1487.z) / 1.60000002384185791015625f; albedo = (albedo * (0.85000002384185791015625f + (0.25f * hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)))))) * (1.0f - (0.449999988079071044921875f * (smoothstep(0.48199999332427978515625f - _1724, 0.48199999332427978515625f + _1724, max(_1720.x, _1720.y)) * clamp(1.0f - (_1724 * 25.0f), 0.0f, 1.0f)))); albedo *= lerp(1.0f, 0.5f, smoothstep(7.30000019073486328125f, 8.19999980926513671875f, abs(i.wpos.x) - wideAt(i.wpos.z))); wet = 0.25f * F_1_m0.params.x; gloss = 0.5f; reflK = 0.20000000298023223876953125f * F_1_m0.params.x; reflW = 2.0f; } else { if (_1461 == 3) { float _1768 = floor(i.uv.x / 1000.0f); float _1772 = i.uv.x - (_1768 * 1000.0f); albedo *= F_1_m0.misc.w; float _1786 = (O_1_m0.offset.w + (i.col.x * 31.0f)) + (_1768 * 7.0f); albedo *= (0.86000001430511474609375f + (0.20000000298023223876953125f * fbm(float2(_1772 * 0.800000011920928955078125f, i.uv.y * 2.5f)))); float _1797 = max(_1485.x, _1485.y); float _1799 = hash21(float2(_1786, 7.69999980926513671875f)); if (_1768 != 0.0f) { float _1805 = clamp(1.0f - (_1797 / 0.070000000298023223876953125f), 0.0f, 1.0f); if (_1799 < 0.5f) { float _1811 = floor(i.uv.y / 0.300000011920928955078125f); float _1818 = (_1772 / 0.660000026226043701171875f) + (0.5f * (_1811 - (2.0f * floor(_1811 * 0.5f)))); float2 _1824 = float2(frac(_1818), frac(i.uv.y / 0.300000011920928955078125f)); float _1853 = max(1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.x, 1.0f - _1824.x) * 0.660000026226043701171875f), 1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.y, 1.0f - _1824.y) * 0.300000011920928955078125f)) * 0.75f; albedo = lerp(albedo, lerp(albedo * (0.839999973773956298828125f + (0.300000011920928955078125f * hash21(float2(floor(_1818), _1811) + float2(_1786, 1.0f)))), (albedo * 0.550000011920928955078125f) + float3(0.2199999988079071044921875f, 0.20999999344348907470703125f, 0.20000000298023223876953125f), float3(_1853, _1853, _1853)), float3(_1805, _1805, _1805)); } else { if (_1799 < 0.819999992847442626953125f) { float _1862 = frac(i.uv.y / 0.23999999463558197021484375f); albedo *= lerp(1.0f, lerp(0.7200000286102294921875f, 1.0f, smoothstep(0.0f, 0.3499999940395355224609375f, _1862)) * (1.0f + (0.119999997317790985107421875f * aaBand(_1862, 0.89999997615814208984375f, 1.0f, _1485.y / 0.23999999463558197021484375f))), _1805); } } } albedo *= (1.0f - (0.25f * (smoothstep(0.920000016689300537109375f, 0.9700000286102294921875f, frac((i.uv.y - 3.599999904632568359375f) / 3.099999904632568359375f)) * step(3.599999904632568359375f, i.uv.y)))); if (i.uv.y < 3.599999904632568359375f) { _1383 = _1768 != 2.0f; } else { _1383 = false; } if (_1383) { _1385 = _1768 != 5.0f; } else { _1385 = false; } if (_1385) { float _1899 = floor(_1772 / 4.19999980926513671875f); float _1901 = frac(_1772 / 4.19999980926513671875f); float _1903 = _1485.x / 4.19999980926513671875f; float _1907 = aaBand(_1901, 0.07999999821186065673828125f, 0.920000016689300537109375f, _1903) * aaBand(i.uv.y, 0.5f, 2.900000095367431640625f, _1485.y); float _1909 = 1.0f - aaBand(_1901, 0.039999999105930328369140625f, 0.959999978542327880859375f, _1903); float _1914 = (_1768 == 4.0f) ? step(0.449999988079071044921875f, hash21(float2(_1899, _1786))) : 0.0f; albedo = lerp(albedo, float3(0.100000001490116119384765625f, 0.12999999523162841796875f, 0.17000000178813934326171875f), float3(_1907, _1907, _1907)); albedo = lerp(albedo, albedo * 0.60000002384185791015625f, float3(_1909, _1909, _1909)); float _1934 = step(0.75f, hash21(float2(_1899 + 7.0f, _1786))); float4 _1948 = room(float2(_1901 * 4.19999980926513671875f, i.uv.y), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), 4.19999980926513671875f, 3.400000095367431640625f, 4.0f); rc_1 = _1948.x; if (_1948.w == 0.0f) { rc_1 = (rc_1 * (0.699999988079071044921875f + (0.300000011920928955078125f * step(0.5f, frac(_1948.z * 7.0f))))) * (1.0f - (0.5f * step(_1948.y * 4.19999980926513671875f, 0.4000000059604644775390625f))); } if (_1948.w == 3.0f) { rc_1 += ((step(0.449999988079071044921875f, _1948.y) * step(_1948.y, 0.550000011920928955078125f)) * 1.5f); } emissive += ((((lerp(float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f), float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f), float3(_1934, _1934, _1934)) * (_1907 * (step((_1768 == 4.0f) ? 0.85000002384185791015625f : 0.60000002384185791015625f, hash21(float2(_1899 + 3.0f, _1786))) * (1.0f - _1914)))) * 1.4500000476837158203125f) * 1.0f) * rc_1); float _1996 = _1907 * _1914; albedo = lerp(albedo, float3(0.36000001430511474609375f, 0.2700000107288360595703125f, 0.17000000178813934326171875f) * (0.800000011920928955078125f + (0.300000011920928955078125f * _noise(float2(_1772 * 3.0f, i.uv.y * 9.0f)))), float3(_1996, _1996, _1996)); albedo *= (1.0f - ((0.3499999940395355224609375f * smoothstep(3.0f, 3.2999999523162841796875f, i.uv.y)) * step(i.uv.y, 3.599999904632568359375f))); gloss = (_1907 * 0.699999988079071044921875f) * (1.0f - _1914); } else { if (_1768 == 0.0f) { cw = 1.5499999523162841796875f; x0 = 0.100000001490116119384765625f; x1 = 0.89999997615814208984375f; y0 = 0.180000007152557373046875f; y1 = 0.86000001430511474609375f; pLit = 0.7200000286102294921875f; } if (_1768 == 2.0f) { cw = 2.0f; x0 = 0.300000011920928955078125f; x1 = 0.699999988079071044921875f; y0 = 0.119999997317790985107421875f; y1 = 0.86000001430511474609375f; pLit = 0.800000011920928955078125f; vb = 0.60000002384185791015625f; } if (_1768 == 4.0f) { pLit = 0.949999988079071044921875f; pBoard = 0.5f; } if (_1768 == 5.0f) { cw = 3.2000000476837158203125f; x0 = 0.100000001490116119384765625f; x1 = 0.4199999868869781494140625f; y0 = 0.0500000007450580596923828125f; y1 = 0.7200000286102294921875f; pLit = 0.550000011920928955078125f; vb = 0.0f; } float _2022 = (_1768 == 5.0f) ? 2.9500000476837158203125f : 3.099999904632568359375f; float _2025 = floor(_1772 / cw); float _2029 = floor((i.uv.y - vb) / _2022); float _2032 = frac(_1772 / cw); float _2036 = frac((i.uv.y - vb) / _2022); float _2039 = _1485.x / cw; float _2041 = _1485.y / _2022; float _2048 = smoothstep(vb - _1485.y, vb + _1485.y, i.uv.y); win = (aaBand(_2032, x0, x1, _2039) * aaBand(_2036, y0, y1, _2041)) * _2048; float _2069 = win; float _2071 = max(((aaBand(_2032, x0 - 0.0500000007450580596923828125f, x1 + 0.0500000007450580596923828125f, _2039) * aaBand(_2036, y0 - 0.0500000007450580596923828125f, y1 + 0.039999999105930328369140625f, _2041)) * _2048) - _2069, 0.0f); if (_1768 == 0.0f) { win *= (1.0f - aaBand(_2032, 0.4699999988079071044921875f, 0.5299999713897705078125f, _2039)); } if (_1768 == 5.0f) { door = (((step(0.519999980926513671875f, _2032) * step(_2032, 0.7799999713897705078125f)) * step(0.0f, _2036)) * step(_2036, 0.800000011920928955078125f)) * step(vb, i.uv.y); } float _2110 = hash21(float2(_2025 + (_1786 * 3.0f), _2029 + _1786)); if (_2110 > pBoard) { wc = float3(0.3300000131130218505859375f, 0.23999999463558197021484375f, 0.1500000059604644775390625f); } else { if (_2110 > pLit) { float4 _2135 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); rc = _2135.x; float _2140 = hash21(float2(_2025 + 9.0f, _2029 + _1786)); if (_2135.w == 0.0f) { rc *= (1.0f - (((0.75f * step(_2135.z, 0.319999992847442626953125f)) * step(_2140 * 0.5f, _2135.y)) * step(_2135.y, 0.5f + (_2140 * 0.4000000059604644775390625f)))); rc *= (1.0f - ((((0.4000000059604644775390625f * step(0.550000011920928955078125f, _2135.z)) * step(_2135.z, 0.75f)) * step(0.3499999940395355224609375f, _2135.y)) * step(_2135.y, 0.60000002384185791015625f))); } bool _2180 = _2110 > (pLit + ((1.0f - pLit) * 0.75f)); float3 _2199 = (float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f) * 1.2999999523162841796875f) * (0.920000016689300537109375f + (0.07999999821186065673828125f * sin((F_1_m0.camPos.w * 0.699999988079071044921875f) + (_2110 * 40.0f)))); float3 _2200 = float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f) * (0.60000002384185791015625f + ((0.4000000059604644775390625f * sin((F_1_m0.camPos.w * 9.0f) + (_2110 * 90.0f))) * sin((F_1_m0.camPos.w * 3.099999904632568359375f) + (_2110 * 13.0f)))); bool3 _2203 = bool3(_2180, _2180, _2180); float3 _2201 = float3(_2203.x ? _2200.x : _2199.x, _2203.y ? _2200.y : _2199.y, _2203.z ? _2200.z : _2199.z); emissive += ((_2201 * win) * lerp(rc, 0.550000011920928955078125f, (step(0.60000002384185791015625f, _2140) * ((smoothstep(0.319999992847442626953125f, 0.300000011920928955078125f, abs(_2032 - 0.5f)) * 0.0f) + (1.0f - smoothstep(0.0f, 0.1599999964237213134765625f, min(_2032 - x0, x1 - _2032))))) * 0.800000011920928955078125f)); wc = _2201 * 0.1500000059604644775390625f; } else { float4 _2241 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); float _2245 = smoothstep(0.550000011920928955078125f, 0.949999988079071044921875f, _2036 + (_2241.x * 0.20000000298023223876953125f)); float _2256 = ((0.550000011920928955078125f * F_1_m0.misc.x) * 0.0f) + 0.5f; wc = lerp(float3(0.02999999932944774627685546875f, 0.039999999105930328369140625f, 0.0599999986588954925537109375f) * (0.60000002384185791015625f + (0.800000011920928955078125f * _2241.x)), lerp(float3(0.2199999988079071044921875f, 0.300000011920928955078125f, 0.4199999868869781494140625f), float3(0.949999988079071044921875f, 0.7200000286102294921875f, 0.5f), float3(_2245, _2245, _2245)), float3(_2256, _2256, _2256)); } } albedo = lerp(albedo, (wc * 0.5f) * ((1.0f - (0.550000011920928955078125f * smoothstep(y1 - 0.2199999988079071044921875f, y1, _2036))) * (1.0f - (0.300000011920928955078125f * smoothstep(x0 + 0.119999997317790985107421875f, x0, _2032)))), float3(win, win, win)); albedo = lerp(albedo, albedo * 1.39999997615814208984375f, float3(_2071, _2071, _2071)); float _2285 = (((aaBand(_2032, x0 - 0.0599999986588954925537109375f, x1 + 0.0599999986588954925537109375f, _2039) * aaBand(_2036, y0 - 0.085000000894069671630859375f, y0 - 0.0500000007450580596923828125f, _2041)) * _2048) * step(_1768, 4.5f)) * 0.85000002384185791015625f; albedo = lerp(albedo, float3(0.7400000095367431640625f, 0.699999988079071044921875f, 0.62000000476837158203125f), float3(_2285, _2285, _2285)); albedo = lerp(albedo, float3(0.07999999821186065673828125f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f), float3(door, door, door)); if (_1768 == 5.0f) { emissive += ((float3(1.0f, 0.75f, 0.3499999940395355224609375f) * ((door * step(0.680000007152557373046875f, _2036)) * step(_2036, 0.7599999904632568359375f))) * 1.2000000476837158203125f); } gloss = win * 0.75f; } if (!(_1768 == 4.0f)) { _1403 = _1768 == 1.0f; } else { _1403 = true; } if (!_1403) { _1405 = _1768 == 3.0f; } else { _1405 = true; } if (_1405) { float4 _2321 = graffiti(_1772, i.uv.y, _1786); albedo = lerp(albedo, _2321.xyz * 0.550000011920928955078125f, float3(_2321.www)); } albedo *= lerp(0.550000011920928955078125f, 1.0f, smoothstep(0.0f, 4.0f, i.uv.y)); albedo = ((albedo * (0.86000001430511474609375f + (0.2800000011920928955078125f * fbm(float2(_1772 * 0.12999999523162841796875f, i.uv.y * 0.20999999344348907470703125f) + float2(_1786 * 1.2999999523162841796875f, 4.0f))))) * (1.0f - (smoothstep(0.60000002384185791015625f, 0.87999999523162841796875f, fbm(float2((_1772 * 1.10000002384185791015625f) + (_1786 * 3.0f), i.uv.y * 0.10999999940395355224609375f))) * (0.119999997317790985107421875f + (0.119999997317790985107421875f * smoothstep(3.0f, 9.0f, i.uv.y)))))) * (1.0f + (((0.14000000059604644775390625f * _noise((i.wpos.xz * 3.2999999523162841796875f) + float2(i.wpos.y * 3.099999904632568359375f, 0.0f))) - 0.070000000298023223876953125f) * clamp(1.0f - (_1797 * 8.0f), 0.0f, 1.0f))); } else { if (_1461 == 7) { float _2385 = smoothstep(0.07999999821186065673828125f, 0.4000000059604644775390625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(2.2999999523162841796875f, 2.2999999523162841796875f))) * (0.800000011920928955078125f + (0.20000000298023223876953125f * _noise(i.wpos.xz * 14.0f))); albedo = lerp(float3(0.070000000298023223876953125f, 0.070000000298023223876953125f, 0.0900000035762786865234375f), albedo, float3(_2385, _2385, _2385)); wet = 0.5f * F_1_m0.params.x; gloss = 0.89999997615814208984375f; } else { if (_1461 == 9) { float _2404 = frac(F_1_m0.camPos.w * 1.60000002384185791015625f); float _2412 = frac((F_1_m0.camPos.w * 1.60000002384185791015625f) + 0.5f); emissive = albedo * (0.25f + (7.0f * (((step(0.4000000059604644775390625f, i.col.y) * step(i.col.z, 0.20000000298023223876953125f)) > 0.5f) ? step(frac(F_1_m0.camPos.w * 0.89999997615814208984375f), 0.5f) : ((step(i.col.z, i.col.x) > 0.5f) ? (step(_2404, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2404) * step(_2404, 0.319999992847442626953125f))) : (step(_2412, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2412) * step(_2412, 0.319999992847442626953125f))))))); albedo *= 0.300000011920928955078125f; } else { if (_1461 == 10) { u = i.uv.x; v = i.uv.y; if (abs(_1479.x) >= abs(_1479.y)) { u = i.uv.x * ((_1479.x < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.y * ((_1481.y > 0.0f) ? (-1.0f) : 1.0f); } else { u = i.uv.y * ((_1479.y < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.x * ((_1481.x > 0.0f) ? (-1.0f) : 1.0f); } float _2478 = floor(u / 0.300000011920928955078125f); float _2481 = floor(v / 0.449999988079071044921875f); float _2484 = frac(u / 0.300000011920928955078125f); float _2487 = frac(v / 0.449999988079071044921875f); float _2497 = hash21(float2(_2478 + 3.0f, _2481 + 1.7000000476837158203125f)); float _2501 = hash21(float2(_2478 + 9.0f, _2481 + 4.099999904632568359375f)); emissive = albedo * (0.3499999940395355224609375f + ((3.599999904632568359375f * ((step(0.2199999988079071044921875f, hash21(float2(_2478, _2481 + O_1_m0.offset.w))) * (((step(0.180000007152557373046875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.180000007152557373046875f, _2487)) * step(_2487, 0.819999992847442626953125f))) * clamp(((((step(0.180000007152557373046875f, _2484) * step(_2484, 0.180000007152557373046875f + 0.12999999523162841796875f)) + ((step(0.819999992847442626953125f - 0.12999999523162841796875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.3499999940395355224609375f, _2497))) + ((step(0.819999992847442626953125f - (0.12999999523162841796875f * 0.800000011920928955078125f), _2487) * step(_2487, 0.819999992847442626953125f)) * step(0.300000011920928955078125f, _2501))) + ((step(0.4600000083446502685546875f, _2487) * step(_2487, 0.4600000083446502685546875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(_2501, 0.699999988079071044921875f))) + ((step(0.180000007152557373046875f, _2487) * step(_2487, 0.180000007152557373046875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(0.550000011920928955078125f, _2497)), 0.0f, 1.0f))) * (1.0f - step(0.930000007152557373046875f, hash21(float2(_2478 + 11.0f, _2481 + O_1_m0.offset.w)))))); albedo *= 0.1500000059604644775390625f; } else { if (_1461 == 11) { float _2574 = 0.7200000286102294921875f + (0.2800000011920928955078125f * (0.5f + (0.5f * sin((i.uv.x * 6.283100128173828125f) / 0.319999992847442626953125f)))); float _2588 = smoothstep(0.550000011920928955078125f, 0.800000011920928955078125f, fbm(float2(i.uv.x * 1.2999999523162841796875f, (i.uv.y * 0.25f) + 3.0f))) * 0.60000002384185791015625f; albedo = lerp(albedo * _2574, float3(0.3499999940395355224609375f, 0.1599999964237213134765625f, 0.07999999821186065673828125f) * _2574, float3(_2588, _2588, _2588)); float4 _2598 = graffiti(i.uv.x, i.uv.y, O_1_m0.offset.w + 3.0f); albedo = lerp(albedo, (_2598.xyz * 0.550000011920928955078125f) * _2574, float3(_2598.www)); gloss = 0.3499999940395355224609375f; } else { if (_1461 == 12) { float _2616 = fbm((i.wpos.xz * 3.2000000476837158203125f) + float2(i.wpos.y * 2.0f, 0.0f)); if (i.wpos.y > 2.2000000476837158203125f) { N = normalize(((N * 0.89999997615814208984375f) + float3(0.0f, 0.1500000059604644775390625f, 0.0f)) + (float3(_noise((i.wpos.xz * 2.2000000476837158203125f) + float2(i.wpos.y * 1.7000000476837158203125f, 0.0f)) - 0.5f, 0.0f, _noise((i.wpos.zx * 2.400000095367431640625f) - float2(i.wpos.y * 1.5f, 0.0f)) - 0.5f) * 0.2199999988079071044921875f)); albedo = ((albedo * lerp(0.89999997615814208984375f, 1.059999942779541015625f, smoothstep(0.4000000059604644775390625f, 0.60000002384185791015625f, _noise((i.wpos.xz * 3.400000095367431640625f) + float2(i.wpos.y * 2.599999904632568359375f, i.wpos.y * 1.2999999523162841796875f))))) * (0.85000002384185791015625f + (0.300000011920928955078125f * smoothstep(0.300000011920928955078125f, 0.699999988079071044921875f, _2616)))) * float3(1.0f, 1.03999996185302734375f, 0.920000016689300537109375f); } else { albedo *= (0.550000011920928955078125f + (0.699999988079071044921875f * smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, _2616))); } } else { if (_1461 == 13) { float3 _2672 = albedo; float _2681 = floor(hash21((_2672.xy * 97.0f) + float2(_2672.z * 13.0f, 0.0f)) * 4.0f); float _2684 = fbm(i.wpos.xz * 2.400000095367431640625f); float _2689 = smoothstep(0.62000000476837158203125f, 0.699999988079071044921875f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))); if (_2681 < 1.0f) { albedo = lerp(_2672, float3(0.60000002384185791015625f, 0.579999983310699462890625f, 0.540000021457672119140625f) * F_1_m0.misc.w, float3(0.64999997615814208984375f, 0.64999997615814208984375f, 0.64999997615814208984375f)); albedo = (albedo * (0.699999988079071044921875f + (0.4000000059604644775390625f * _2684))) * (1.0f - (0.3499999940395355224609375f * smoothstep(0.02999999932944774627685546875f, 0.0f, abs(frac(i.wpos.x / 3.0f) - 0.5f) - 0.4799999892711639404296875f))); } else { if (_2681 < 2.0f) { float _2722 = step(0.7200000286102294921875f, hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 2.2999999523162841796875f)) + float2(5.0f, 1.0f))); albedo = (lerp(float3(0.20000000298023223876953125f, 0.20000000298023223876953125f, 0.2199999988079071044921875f), float3(0.319999992847442626953125f, 0.310000002384185791015625f, 0.300000011920928955078125f), float3(_2722, _2722, _2722)) * F_1_m0.misc.w) * (0.85000002384185791015625f + (0.300000011920928955078125f * _2684)); albedo *= (1.0f - (0.300000011920928955078125f * smoothstep(0.02500000037252902984619140625f, 0.0f, abs(frac(i.wpos.z / 0.949999988079071044921875f) - 0.5f) - 0.4699999988079071044921875f))); } else { if (_2681 < 3.0f) { albedo = ((float3(0.800000011920928955078125f, 0.800000011920928955078125f, 0.7799999713897705078125f) * F_1_m0.misc.w) * (1.0f - (0.119999997317790985107421875f * smoothstep(0.0199999995529651641845703125f, 0.0f, abs(frac(i.wpos.x / 1.7999999523162841796875f) - 0.5f) - 0.48500001430511474609375f)))) * (1.0f - (0.300000011920928955078125f * smoothstep(0.449999988079071044921875f, 0.800000011920928955078125f, fbm((i.wpos.xz * float2(0.60000002384185791015625f, 2.2000000476837158203125f)) + float2(4.0f, 4.0f))))); float _2776 = smoothstep(0.550000011920928955078125f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))) * 0.5f; albedo = lerp(albedo, float3(0.4199999868869781494140625f, 0.36000001430511474609375f, 0.2800000011920928955078125f) * F_1_m0.misc.w, float3(_2776, _2776, _2776)); } else { albedo = (clamp(_2672 * 1.25f, float3(0.0f, 0.0f, 0.0f), float3(0.85000002384185791015625f, 0.85000002384185791015625f, 0.85000002384185791015625f)) * (0.85000002384185791015625f + (0.25f * _2684))) * (1.0f + (0.3499999940395355224609375f * smoothstep(0.0599999986588954925537109375f, 0.0f, abs(frac(i.wpos.x / 0.5f) - 0.5f) - 0.439999997615814208984375f))); gloss = 0.449999988079071044921875f; } } } wet = (_2689 * 0.800000011920928955078125f) * F_1_m0.params.x; gloss = max(gloss, _2689); } else { if (_1461 == 4) { emissive = albedo * 4.0f; } else { if (_1461 == 5) { emissive = ((float3(0.100000001490116119384765625f, 0.800000011920928955078125f, 1.0f) * (1.2000000476837158203125f + (fbm((i.wpos.xz * 3.0f) + float2(F_1_m0.camPos.w * 0.4000000059604644775390625f, (-F_1_m0.camPos.w) * 0.300000011920928955078125f)) * 1.39999997615814208984375f))) * (0.75f + (0.25f * sin(((F_1_m0.camPos.w * 3.0f) + (i.wpos.x * 2.0f)) + i.wpos.z)))) * (1.0f + F_1_m0.params.y); albedo = float3(0.039999999105930328369140625f, 0.449999988079071044921875f, 0.64999997615814208984375f); } else { if (_1461 == 0) { albedo *= (0.89999997615814208984375f + (0.20000000298023223876953125f * fbm((i.wpos.xz * 1.89999997615814208984375f) + float2(i.wpos.y * 1.2999999523162841796875f, i.wpos.y)))); } else { if (_1461 == 6) { gloss = 0.800000011920928955078125f; albedo *= (0.85000002384185791015625f + (0.1500000059604644775390625f * fbm((i.wpos.xz * 3.0f) + float2(i.wpos.yy)))); } else { if (_1461 == 14) { float2 _2870 = clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); float2 _2876 = frac(_2870 * float2(220.0f, 110.0f)); emissive = (((pow(tScreen.SampleLevel(sScreen, _2870, 0.0f).xyz, float3(1.7000000476837158203125f, 1.7000000476837158203125f, 1.7000000476837158203125f)) * (0.5f + (0.800000011920928955078125f * (((smoothstep(0.0f, 0.180000007152557373046875f, _2876.x) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.x)) * smoothstep(0.0f, 0.180000007152557373046875f, _2876.y)) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.y))))) * 3.2000000476837158203125f) * (((smoothstep(0.0f, 0.039999999105930328369140625f, _2870.x) * smoothstep(1.0f, 0.959999978542327880859375f, _2870.x)) * smoothstep(0.0f, 0.0599999986588954925537109375f, _2870.y)) * smoothstep(1.0f, 0.939999997615814208984375f, _2870.y))) * (0.959999978542327880859375f + (0.039999999105930328369140625f * sin((F_1_m0.camPos.w * 50.0f) + (_2870.y * 30.0f)))); albedo = float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f); gloss = 1.0f; } else { if (_1461 == 18) { float3 _2921 = tBoard.SampleLevel(sScreen, clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz; albedo = (_2921 * 0.89999997615814208984375f) + float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f); emissive = pow(_2921, float3(1.2999999523162841796875f, 1.2999999523162841796875f, 1.2999999523162841796875f)) * 5.0f; gloss = 0.550000011920928955078125f; } else { if (_1461 == 15) { float _2931 = length(i.uv); float _2940 = fbm((i.uv * 2.599999904632568359375f) + float2(O_1_m0.offset.w * 1.7000000476837158203125f, O_1_m0.offset.w)); float _2942 = 0.62000000476837158203125f + (0.4199999868869781494140625f * _2940); if (_2931 > _2942) { discard; } float _2977 = pow(smoothstep(_2942, _2942 * 0.1500000059604644775390625f, _2931), 0.800000011920928955078125f) * (0.75f + (0.25f * fbm(float2(atan2(i.uv.y, i.uv.x) * 3.0f, _2931 * 4.0f) + float2(O_1_m0.offset.w, O_1_m0.offset.w)))); albedo = lerp(float3(0.189999997615814208984375f, 0.180000007152557373046875f, 0.17000000178813934326171875f), float3(0.014999999664723873138427734375f, 0.0130000002682209014892578125f, 0.01200000010430812835693359375f), float3(_2977, _2977, _2977)) * (1.0f - ((((1.0f - smoothstep(0.0f, 0.0500000007450580596923828125f, abs(sin(((atan2(i.uv.y, i.uv.x) * 5.0f) + (_2940 * 7.0f)) + O_1_m0.offset.w)) * (0.3499999940395355224609375f + _2931))) * 0.85000002384185791015625f) * O_1_m0.tint.x) * smoothstep(0.100000001490116119384765625f, 0.4000000059604644775390625f, _2931))); gloss = 0.0f; wet = 0.0f; } else { if (_1461 == 16) { su = i.uv.x; if (dot(N, _1477) < 0.0f) { su = (((2.0f * floor(su * 2.0f)) * 0.5f) + 0.498046875f) - su; } emissive = (pow(tSign.SampleLevel(sScreen, clamp(float2(su, i.uv.y), float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz, float3(1.5f, 1.5f, 1.5f)) * 3.400000095367431640625f) * (0.3499999940395355224609375f + (0.64999997615814208984375f * F_1_m0.misc.x)); albedo = float3(0.02999999932944774627685546875f, 0.02999999932944774627685546875f, 0.0350000001490116119384765625f); gloss = 0.800000011920928955078125f; } else { if (_1461 == 17) { albedo = float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f); gloss = 1.0f; wet = 0.699999988079071044921875f; float _3035 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = 0.550000011920928955078125f + (1.89999997615814208984375f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3035) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3035))); } else { if (_1461 == 19) { int _3051 = int(clamp(round(i.uv.x), -2147483648.0f, 2147483520.0f)); bool _3054 = i.uv.y > 9.5f; bool _3057 = i.uv.y > 19.5f; float _3062 = i.uv.y - (_3057 ? 20.0f : (_3054 ? 10.0f : 0.0f)); uint _3067 = min(uint(min(max(_3051, 0), 4)), 4u); uint _3072 = min(uint(min(max(_3051, 0), 4)), 4u); bool _3078 = abs(i.lp.w) > 0.449999988079071044921875f; bool _3079 = _3062 > 4.5f; float _3081 = abs(i.lp.xyz.x); if (_3078) { float _3090 = step(0.36000001430511474609375f, i.lp.xyz.y) * step(i.lp.xyz.y, _1337[_3072].w - 0.0199999995529651641845703125f); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].x - 0.0240000002086162567138671875f, _1337[_3072].x + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].y - 0.0240000002086162567138671875f, _1337[_3072].y + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, ((aaBand(i.lp.xyz.z, _1337[_3072].z - 0.0240000002086162567138671875f, _1337[_3072].z + 0.0240000002086162567138671875f, _1491.z) * _3090) * step(abs(_1337[_3072].z - _1337[_3072].y), 2.0f)) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))); seam = max(seam, (aaBand(i.lp.xyz.y, _1337[_3072].w - 0.1599999964237213134765625f, _1337[_3072].w - 0.100000001490116119384765625f, _1491.y) * (aaBand(i.lp.xyz.z, _1337[_3072].y - 0.319999992847442626953125f, _1337[_3072].y - 0.119999997317790985107421875f, _1491.z) + (aaBand(i.lp.xyz.z, _1337[_3072].z - 0.319999992847442626953125f, _1337[_3072].z - 0.119999997317790985107421875f, _1491.z) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))))) * 0.800000011920928955078125f); } if (_3079) { _1417 = _3062 < 7.5f; } else { _1417 = false; } if (_1417) { seam = max(seam, aaBand(_3081, 0.660000026226043701171875f - 0.0240000002086162567138671875f, 0.660000026226043701171875f + 0.0240000002086162567138671875f, _1491.x) * (step(_1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z) * step(i.lp.xyz.z, _1337[_3072].x - 0.07999999821186065673828125f))); seam = max(seam, aaBand(i.lp.xyz.z, (_1323[_3067].x + 0.20000000298023223876953125f) - 0.0240000002086162567138671875f, (_1323[_3067].x + 0.20000000298023223876953125f) + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.660000026226043701171875f)); if (_3051 == 0) { seam = max(seam, aaBand(_3081, 0.680000007152557373046875f - 0.0240000002086162567138671875f, 0.680000007152557373046875f + 0.0240000002086162567138671875f, _1491.x) * (step(1.41999995708465576171875f, i.lp.xyz.z) * step(i.lp.xyz.z, _1323[_3067].y - 0.119999997317790985107421875f))); seam = max(seam, aaBand(i.lp.xyz.z, 1.41999995708465576171875f - 0.0240000002086162567138671875f, 1.41999995708465576171875f + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.680000007152557373046875f)); } } if (_3062 > 7.5f) { seam = max(seam, aaBand(_3081, 0.5299999713897705078125f, 0.60000002384185791015625f, _1491.x) * 0.800000011920928955078125f); } albedo *= (1.0f - (0.930000007152557373046875f * seam)); envK *= (1.0f - (0.89999997615814208984375f * seam)); specK = 1.0f - (0.89999997615814208984375f * seam); if (_3078) { float _3264 = min(length(float2(i.lp.xyz.z - _1323[_3067].z, i.lp.xyz.y - 0.3499999940395355224609375f)), length(float2(i.lp.xyz.z - _1323[_3067].w, i.lp.xyz.y - 0.3499999940395355224609375f))); albedo = (albedo * (1.0f - (0.5f * smoothstep(0.7799999713897705078125f, 0.4600000083446502685546875f, _3264)))) * (1.0f - (0.5f * aaBand(_3264, 0.4600000083446502685546875f, 0.5f, _1491.z + _1491.y))); } float _3292 = (smoothstep(0.7799999713897705078125f, 0.319999992847442626953125f, i.lp.xyz.y) * (0.449999988079071044921875f + (0.550000011920928955078125f * _noise(float2(i.lp.xyz.z * 3.099999904632568359375f, (i.lp.xyz.y * 9.0f) + (i.lp.xyz.x * 2.0f)))))) * (_3054 ? 0.60000002384185791015625f : 0.37999999523162841796875f); albedo = lerp(albedo, (albedo * 0.550000011920928955078125f) + float3(0.0500000007450580596923828125f, 0.04500000178813934326171875f, 0.0350000001490116119384765625f), float3(_3292, _3292, _3292)); if (_3079) { albedo *= (0.939999997615814208984375f + (0.07999999821186065673828125f * _noise(i.lp.xyz.xz * float2(6.0f, 2.5f)))); } float _3314 = (aaBand(_3081, 0.4000000059604644775390625f, 0.7799999713897705078125f, _1491.x) * step(0.5f, i.lp.xyz.y)) * (_3057 ? 0.0f : 1.0f); float _3322 = _3314 * (1.0f - smoothstep(_1323[_3067].x + 0.1599999964237213134765625f, _1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z)); float _3329 = _3314 * smoothstep(_1323[_3067].y - 0.20000000298023223876953125f, _1323[_3067].y - 0.1599999964237213134765625f, i.lp.xyz.z); if ((_3322 + _3329) > 0.0f) { float _3336 = 1.0f - aaBand(_3081, 0.430000007152557373046875f, 0.75f, _1491.x); albedo = lerp(albedo, lerp(float3(0.7799999713897705078125f, 0.800000011920928955078125f, 0.819999992847442626953125f), float3(0.949999988079071044921875f, 0.949999988079071044921875f, 0.949999988079071044921875f), float3(_3336, _3336, _3336)), float3(_3322, _3322, _3322)); float _3345 = _3336 * 0.5f; albedo = lerp(albedo, lerp(float3(0.5f, 0.02500000037252902984619140625f, 0.0350000001490116119384765625f), float3(0.89999997615814208984375f, 0.5f, 0.20000000298023223876953125f) * step(0.62999999523162841796875f, _3081), float3(_3345, _3345, _3345)), float3(_3329, _3329, _3329)); emissive = (float3(1.0f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f) * _3329) * (_3054 ? 0.0f : 0.89999997615814208984375f); gloss = 1.0f; } if (_3057) { float _3363 = fbm((i.lp.xyz.xz * 2.2000000476837158203125f) + float2(i.lp.xyz.y * 3.0f, O_1_m0.offset.w)); float _3379 = smoothstep(0.449999988079071044921875f, 0.699999988079071044921875f, _3363) * 0.699999988079071044921875f; albedo = lerp(albedo, float3(0.20000000298023223876953125f, 0.0900000035762786865234375f, 0.039999999105930328369140625f) * (0.699999988079071044921875f + (0.60000002384185791015625f * _3363)), float3(_3379, _3379, _3379)); float _3383 = clamp(smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, fbm((i.lp.xyz.zy * float2(1.60000002384185791015625f, 3.0f)) + float2(7.0f, 7.0f))) + (smoothstep(-0.60000002384185791015625f, -1.60000002384185791015625f, i.lp.xyz.z) * 0.60000002384185791015625f), 0.0f, 1.0f) * 0.75f; albedo = lerp(albedo, float3(0.017999999225139617919921875f, 0.01600000075995922088623046875f, 0.014999999664723873138427734375f), float3(_3383, _3383, _3383)); } gloss = max(gloss, _3057 ? 0.0500000007450580596923828125f : (_3054 ? 0.3499999940395355224609375f : 0.819999992847442626953125f)); } else { if (_1461 == 20) { bool _3398 = abs(i.lp.w) > 0.449999988079071044921875f; float _3399 = _1485.x; float _3400 = _1485.y; float _3401 = _3398 ? 0.04500000178813934326171875f : 0.070000000298023223876953125f; frame = 1.0f - (aaBand(i.uv.x, _3401, 1.0f - _3401, _3399) * aaBand(i.uv.y, 0.070000000298023223876953125f, _3398 ? 0.89999997615814208984375f : 0.930000007152557373046875f, _3400)); if (_3398) { frame = max(frame, aaBand(i.uv.x, 0.4699999988079071044921875f, 0.5299999713897705078125f, _3399)); } albedo = lerp(float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f), albedo, float3(frame, frame, frame)); float _3429 = (aaBand(i.uv.y, 0.070000000298023223876953125f, 0.119999997317790985107421875f, _3400) * (1.0f - frame)) * 0.800000011920928955078125f; albedo = lerp(albedo, float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f), float3(_3429, _3429, _3429)); gloss = 1.0f; wet = 0.699999988079071044921875f * (1.0f - frame); albedo += (float3(0.0350000001490116119384765625f, 0.0350000001490116119384765625f, 0.039999999105930328369140625f) * (((1.0f - frame) * (1.0f - smoothstep(0.20000000298023223876953125f, 0.449999988079071044921875f, i.uv.y))) * (_3398 ? 0.0f : 1.0f))); float _3456 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = (lerp(0.60000002384185791015625f, 1.0f, frame) * lerp(0.699999988079071044921875f + (2.2000000476837158203125f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3456) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3456))), 1.0f, frame)) * lerp(0.800000011920928955078125f, 1.35000002384185791015625f, smoothstep(0.100000001490116119384765625f, 0.89999997615814208984375f, i.uv.y) * (1.0f - frame)); } else { if (_1461 == 8) { float _3485 = fbm(float2(i.wpos.x * 3.0f, (i.wpos.y * 2.0f) - (F_1_m0.camPos.w * 4.0f))); emissive = lerp(float3(1.0f, 0.25f, 0.0199999995529651641845703125f), float3(1.0f, 0.85000002384185791015625f, 0.300000011920928955078125f), float3(_3485, _3485, _3485)) * (3.0f + (3.0f * _3485)); } } } } } } } } } } } } } } } } } } } } } emissive *= F_1_m0.misc.x; float _3497 = dot(albedo, float3(0.300000011920928955078125f, 0.550000011920928955078125f, 0.1500000059604644775390625f)); albedo = lerp(albedo, float3(_3497, _3497, _3497), float3(F_1_m0.misc.z, F_1_m0.misc.z, F_1_m0.misc.z)); float _3506 = (N.y * 0.5f) + 0.5f; float3 _3510 = normalize(F_1_m0.moon.xyz); float _3513 = max(dot(N, _3510), 0.0f); float _3515 = sunShadow(i.wpos, N, _3513); float _3527 = length(F_1_m0.ambient.xyz) * 0.300000011920928955078125f; float3 _3530 = float3(0.5f, 0.4199999868869781494140625f, 0.3400000035762786865234375f) * (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.0900000035762786865234375f) + float3(_3527, _3527, _3527)); if (N.y < 0.5f) { ao = lerp(0.5f, 1.0f, smoothstep(0.0f, 1.7999999523162841796875f, i.wpos.y)); } if (N.y < 0.5f) { sky = lerp(0.319999992847442626953125f, 1.0f, smoothstep(0.0f, 16.0f, i.wpos.y)); } else { if (i.wpos.y < 0.4000000059604644775390625f) { sky = lerp(0.5f, 1.0f, smoothstep(8.19999980926513671875f, 3.5f, abs(i.wpos.x) - wideAt(i.wpos.z))); } } light = ((((F_1_m0.ambient.xyz * _3506) * sky) + (_3530 * (1.0f - _3506))) + (_3530 * 0.300000011920928955078125f)) * ao; light += (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * _3513) * _3515); float _3587 = lerp(0.699999988079071044921875f, 0.14000000059604644775390625f, clamp(wet + (gloss * 0.5f), 0.0f, 1.0f)); float _3590 = ((_3587 * _3587) * _3587) * _3587; float _3597 = 0.02999999932944774627685546875f + (0.449999988079071044921875f * clamp(wet + (gloss * 0.3499999940395355224609375f), 0.0f, 1.0f)); float _3604 = max(dot(N, normalize(_3510 + _1477)), 0.0f); float _3608 = ((_3604 * _3604) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * min(_3590 / ((3.141590118408203125f * _3608) * _3608), 40.0f)) * _3513) * _3515) * _3597); int _3628 = int(clamp(F_1_m0.ambient.w, -2147483648.0f, 2147483520.0f)); if (reflK > 0.00999999977648258209228515625f) { _1427 = N.y > 0.60000002384185791015625f; } else { _1427 = false; } float _3658 = (sin(((i.wpos.x * 9.0f) + (F_1_m0.camPos.w * 2.2999999523162841796875f)) + (sin(i.wpos.z * 3.099999904632568359375f) * 2.0f)) * 0.5f) + (sin((i.wpos.z * 11.0f) - (F_1_m0.camPos.w * 1.7000000476837158203125f)) * 0.5f); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 40)) { break; } if (k >= _3628) { break; } if (((uint(clamp((k >= 20) ? O_1_m0.lm.y : O_1_m0.lm.x, 0.0f, 4294967040.0f)) >> uint(naga_mod(k, 20))) & 1u) == 0u) { int _3958 = k; k = _3958 + 1; continue; } int _3703 = k; uint _3706 = min(uint(_3703), 39u); float3 _3712 = F_1_m0.lights[_3706].posR.xyz - i.wpos; float _3713 = length(_3712); if (F_1_m0.lights[_3706].col.w > 7.5f) { float _3725 = length(i.wpos.xz - F_1_m0.lights[_3706].posR.xz); float _3736 = (F_1_m0.lights[_3706].posR.w * max(F_1_m0.lights[_3706].posR.y - i.wpos.y, 0.0f)) / F_1_m0.lights[_3706].posR.y; float _3744 = smoothstep(_3736 * 1.019999980926513671875f, _3736 * 0.839999973773956298828125f, _3725) * (0.699999988079071044921875f + (0.300000011920928955078125f * smoothstep(_3736 * 0.800000011920928955078125f, 0.0f, _3725))); float3 _3748 = normalize(F_1_m0.lights[_3706].posR.xyz - i.wpos); float _3751 = max(dot(N, _3748), 0.0f); light += (((F_1_m0.lights[_3706].col.xyz * _3744) * (0.3499999940395355224609375f + (0.64999997615814208984375f * _3751))) * 1.7000000476837158203125f); float _3765 = max(dot(N, normalize(_3748 + _1477)), 0.0f); float _3769 = ((_3765 * _3765) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * _3744) * min(_3590 / ((3.141590118408203125f * _3769) * _3769), 40.0f)) * _3751) * _3597) * 0.800000011920928955078125f); int _3958 = k; k = _3958 + 1; continue; } if (_1427) { _1430 = F_1_m0.lights[_3706].posR.y > 0.25f; } else { _1430 = false; } if (_1430) { float2 _3804 = F_1_m0.camPos.xyz.xz + ((F_1_m0.lights[_3706].posR.xz - F_1_m0.camPos.xyz.xz) * (F_1_m0.camPos.xyz.y / (F_1_m0.camPos.xyz.y + F_1_m0.lights[_3706].posR.y))); float2 _3806 = F_1_m0.camPos.xyz.xz - _3804; float _3808 = max(length(_3806), 0.001000000047497451305389404296875f); float2 _3810 = _3806 / float2(_3808, _3808); float2 _3812 = i.wpos.xz - _3804; float _3813 = dot(_3812, _3810); float _3815 = 1.5f + (F_1_m0.lights[_3706].posR.y * 2.099999904632568359375f); if (_3813 > (-1.0f)) { _1432 = _3813 < _3815; } else { _1432 = false; } if (_1432) { float _3832 = dot(_3812, float2(-_3810.y, _3810.x)) + ((_3658 * 0.070000000298023223876953125f) * reflW); float _3841 = ((0.100000001490116119384765625f + (F_1_m0.lights[_3706].posR.y * 0.0350000001490116119384765625f)) * reflW) * (1.0f + ((0.60000002384185791015625f * max(_3813, 0.0f)) / _3815)); float _3872 = max(1.0f, max(F_1_m0.lights[_3706].col.x, max(F_1_m0.lights[_3706].col.y, F_1_m0.lights[_3706].col.z)) * 0.5f); refl += ((((((F_1_m0.lights[_3706].col.xyz / float3(_3872, _3872, _3872)) * exp((-(_3832 * _3832)) / (_3841 * _3841))) * (smoothstep(-1.0f, -0.20000000298023223876953125f, _3813) * (1.0f - smoothstep(_3815 * 0.25f, _3815, _3813)))) * (0.60000002384185791015625f + (0.4000000059604644775390625f * sin(((_3813 * 7.0f) - (F_1_m0.camPos.w * 3.0f)) + (i.wpos.x * 3.0f))))) * min(1.0f, 3.0f / (1.0f + ((0.039999999105930328369140625f * F_1_m0.lights[_3706].posR.y) * F_1_m0.lights[_3706].posR.y)))) / float3(reflW, reflW, reflW)); } } if (_3713 > F_1_m0.lights[_3706].posR.w) { int _3958 = k; k = _3958 + 1; continue; } float _3892 = max(_3713, 0.001000000047497451305389404296875f); float3 _3894 = _3712 / float3(_3892, _3892, _3892); float _3898 = clamp(1.0f - pow(_3713 / F_1_m0.lights[_3706].posR.w, 4.0f), 0.0f, 1.0f); float _3903 = (_3898 * _3898) / (1.0f + ((_3713 * _3713) * 0.300000011920928955078125f)); float _3906 = max(dot(N, _3894), 0.0f); if (F_1_m0.lights[_3706].col.w > 0.5f) { _1434 = F_1_m0.lights[_3706].col.w < 1.5f; } else { _1434 = false; } if (!_1434) { _1436 = F_1_m0.lights[_3706].col.w > 1.5f; } else { _1436 = true; } light += (((F_1_m0.lights[_3706].col.xyz * _3903) * (_1434 ? (0.699999988079071044921875f + (0.300000011920928955078125f * _3906)) : _3906)) * (_1436 ? 3.599999904632568359375f : 2.400000095367431640625f)); float _3940 = max(dot(N, normalize(_3894 + _1477)), 0.0f); float _3944 = ((_3940 * _3940) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * min(_3590 / ((3.141590118408203125f * _3944) * _3944), 40.0f)) * _3903) * _3906) * _3597) * 2.0f); int _3958 = k; k = _3958 + 1; continue; } if (!(_1461 == 6)) { _1438 = _1461 == 17; } else { _1438 = true; } if (!_1438) { _1440 = _1461 == 19; } else { _1440 = true; } if (!_1440) { _1442 = _1461 == 20; } else { _1442 = true; } if (_1442) { float3 _3983 = reflect(-_1477, N); if (!(_1461 == 17)) { _1444 = _1461 == 20; } else { _1444 = true; } float _3994 = _1444 ? 0.0900000035762786865234375f : 0.0599999986588954925537109375f; float _4018 = smoothstep(0.60000002384185791015625f, 0.07999999821186065673828125f, _3983.y); spec += (((((lerp(F_1_m0.ambient.xyz * 0.89999997615814208984375f, ((F_1_m0.fog.xyz * 1.2000000476837158203125f) + ((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.119999997317790985107421875f)) * 1.7999999523162841796875f, float3(_4018, _4018, _4018)) * smoothstep(-0.3499999940395355224609375f, 0.0f, _3983.y)) * (_3994 + ((1.0f - _3994) * pow(1.0f - max(dot(N, _1477), 0.0f), 5.0f)))) * lerp(0.550000011920928955078125f, 1.0f, sky)) * ao) * envK); if (_1461 == 19) { _1446 = i.uv.y < 19.5f; } else { _1446 = false; } if (_1446) { spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * pow(max(dot(N, normalize(_3510 + _1477)), 0.0f), 220.0f)) * _3513) * _3515) * 0.89999997615814208984375f); } } col_1 = (((albedo * light) + emissive) + (spec * specK)) + ((refl * reflK) * 0.800000011920928955078125f); col_1 += (((albedo * float3(1.0f, 0.89999997615814208984375f, 0.75f)) * F_1_m0.params.z) * 0.449999988079071044921875f); float _4120 = clamp((1.0f - exp((-F_1_m0.fog.w) * max(length(F_1_m0.camPos.xyz - i.wpos) - 22.0f, 0.0f))) + ((((smoothstep(1.39999997615814208984375f, 0.0f, i.wpos.y) * 0.25f) * ((F_1_m0.misc.w > 0.9900000095367431640625f) ? 0.0f : 1.0f)) * (0.60000002384185791015625f + (0.4000000059604644775390625f * _noise((i.wpos.xz * 0.1500000059604644775390625f) + float2(F_1_m0.camPos.w * 0.0500000007450580596923828125f, 0.0f))))) * 0.5f), 0.0f, 0.920000016689300537109375f); col_1 = lerp(col_1, F_1_m0.fog.xyz, float3(_4120, _4120, _4120)); o.color = float4(col_1, 1.0f); if (i.wpos.y < 0.300000011920928955078125f) { _1453 = N.y > 0.699999988079071044921875f; } else { _1453 = false; } o.nd = float4(normalize(i.vnz.xyz), _1453 ? (-i.vnz.w) : i.vnz.w); return o; } void frag_main() { VOut _4229 = { gl_FragCoord, wpos, nrm, col, uv, vnz, lp }; FOut _4261 = shadeAll(_4229); color = _4261.color; nd = _4261.nd; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; wpos = stage_input.wpos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vnz = stage_input.vnz; lp = stage_input.lp; frag_main(); SPIRV_Cross_Output stage_output; stage_output.color = color; stage_output.nd = nd; return stage_output; }  fs_main_cutmain�Jstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float4 _1323[5] = { float4(-2.2999999523162841796875f, 2.3399999141693115234375f, -1.37999999523162841796875f, 1.36000001430511474609375f), float4(-1.9500000476837158203125f, 1.940000057220458984375f, -1.2000000476837158203125f, 1.17999994754791259765625f), float4(-2.349999904632568359375f, 2.400000095367431640625f, -1.4500000476837158203125f, 1.5f), float4(-2.349999904632568359375f, 2.38000011444091796875f, -1.5f, 1.5499999523162841796875f), float4(-2.2999999523162841796875f, 2.3199999332427978515625f, -1.37999999523162841796875f, 1.39999997615814208984375f) }; static const float4 _1337[5] = { float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.08000004291534423828125f, 0.930000007152557373046875f), float4(-0.699999988079071044921875f, 0.449999988079071044921875f, 0.449999988079071044921875f, 0.930000007152557373046875f), float4(-0.939999997615814208984375f, -0.0199999995529651641845703125f, 0.300000011920928955078125f, 1.059999942779541015625f), float4(-1.37999999523162841796875f, -0.4000000059604644775390625f, 0.949999988079071044921875f, 1.34000003337860107421875f), float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.2999999523162841796875f, 1.019999980926513671875f) }; static const FOut _1452 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f) }; static const float _4152[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; cbuffer O : register(b1) { Obj O_1_m0 : packoffset(c0); }; Texture2D tSun : register(t0); SamplerComparisonState sSun : register(s1); Texture2D tScreen : register(t1); SamplerState sScreen : register(s0); Texture2D tSign : register(t2); Texture2D tBoard : register(t3); static float4 gl_FragCoord; static float3 wpos; static float3 nrm; static float4 col; static float2 uv; static float4 vnz; static float4 lp; static float4 color; static float4 nd; struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 color : SV_Target0; float4 nd : SV_Target1; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } bool nearCut(VOut i) { bool _4153 = false; float _4158 = abs(F_1_m0.wq.w); if (!(_4158 < 4.0f)) { _4153 = i.wpos.y < 0.800000011920928955078125f; } else { _4153 = true; } if (_4153) { return false; } float _4174 = smoothstep(_4158 * 0.5f, _4158 * 0.7200000286102294921875f, i.vnz.w); if (_4174 >= 1.0f) { return false; } uint2 _4188 = uint2(uint(clamp(i.clip.x, 0.0f, 4294967040.0f)) & 3u, uint(clamp(i.clip.y, 0.0f, 4294967040.0f)) & 3u); return (_4174 * 16.0f) < (_4152[min(((_4188.y * 4u) + _4188.x), 15u)] + 0.5f); } float hash21(float2 p) { float2 q = float2(0.0f, 0.0f); q = frac(p * float2(123.339996337890625f, 456.209991455078125f)); float _877 = dot(q, q + float2(45.31999969482421875f, 45.31999969482421875f)); q += float2(_877, _877); return frac(q.x * q.y); } float _noise(float2 p) { float2 _893 = floor(p); float2 _894 = frac(p); float2 _898 = (_894 * _894) * (float2(3.0f, 3.0f) - (_894 * 2.0f)); return lerp(lerp(hash21(_893), hash21(_893 + float2(1.0f, 0.0f)), _898.x), lerp(hash21(_893 + float2(0.0f, 1.0f)), hash21(_893 + float2(1.0f, 1.0f)), _898.x), _898.y); } float fbm(float2 p) { return ((_noise(p) * 0.550000011920928955078125f) + (_noise((p * 2.13000011444091796875f) + float2(3.099999904632568359375f, 3.099999904632568359375f)) * 0.300000011920928955078125f)) + (_noise((p * 4.69999980926513671875f) + float2(7.69999980926513671875f, 7.69999980926513671875f)) * 0.1500000059604644775390625f); } int naga_div(int lhs, int rhs) { return lhs / (((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs); } int naga_mod(int lhs, int rhs) { int _73 = ((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs; return lhs - ((lhs / _73) * _73); } float wideAt(float z) { float _108 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _111 = int(clamp(floor(_108), -2147483648.0f, 2147483520.0f)); return lerp(F_1_m0.wwide[min(uint(naga_div(_111, 4)), 17u)][min(uint(naga_mod(_111, 4)), 3u)], F_1_m0.wwide[min(uint(naga_div(_111 + 1, 4)), 17u)][min(uint(naga_mod(_111 + 1, 4)), 3u)], _108 - float(_111)); } float aaBand(float x, float a, float b, float w) { float _1119 = max(w, 9.9999997473787516355514526367188e-05f); return smoothstep(a - _1119, a + _1119, x) * (1.0f - smoothstep(b - _1119, b + _1119, x)); } float4 room(float2 o, float3 dir, float w, float h, float depth) { float surf = 0.0f; float shade = 1.0f; float2 uv_1 = float2(0.0f, 0.0f); float _957 = ((dir.x >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.x; float _962 = ((dir.y >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.y; float _970 = (_957 > 0.0f) ? ((w - o.x) / _957) : ((0.0f - o.x) / _957); float _978 = (_962 > 0.0f) ? ((h - o.y) / _962) : ((0.0f - o.y) / _962); float _983 = min(_970, min(_978, depth / max(dir.z, 0.001000000047497451305389404296875f))); float3 _989 = float3(o + (dir.xy * _983), dir.z * _983); uv_1 = float2(_989.x / w, _989.y / h); if (_983 == _970) { surf = 1.0f; shade = 0.62000000476837158203125f; uv_1 = float2(_989.z / depth, _989.y / h); } else { if (_983 == _978) { surf = (_962 < 0.0f) ? 2.0f : 3.0f; shade = (_962 < 0.0f) ? 0.4199999868869781494140625f : 0.949999988079071044921875f; uv_1 = float2(_989.x / w, _989.z / depth); } } shade *= lerp(1.0f, 0.550000011920928955078125f, clamp(_989.z / depth, 0.0f, 1.0f)); return float4(shade, uv_1, surf); } float4 graffiti(float u, float v, float seed) { float3 col_1 = float3(1.0f, 0.180000007152557373046875f, 0.550000011920928955078125f); float _1054 = floor(u / 3.2000000476837158203125f); float _1062 = (step(hash21(float2(_1054, seed + 5.0f)), 0.449999988079071044921875f) * step(v, 2.5f)) * step(0.25f, v); float _1070 = fbm(float2(u * 1.10000002384185791015625f, v * 2.2000000476837158203125f) + float2(seed * 3.099999904632568359375f, _1054 * 7.0f)); float _1072 = smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070) * _1062; float _1076 = (smoothstep(0.550000011920928955078125f, 0.579999983310699462890625f, _1070) - smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070)) * _1062; float _1079 = hash21(float2(_1054 + 2.0f, seed)); if (_1079 > 0.3300000131130218505859375f) { col_1 = float3(0.1500000059604644775390625f, 0.800000011920928955078125f, 1.0f); } if (_1079 > 0.699999988079071044921875f) { col_1 = float3(1.0f, 0.819999992847442626953125f, 0.20000000298023223876953125f); } float _1087 = step(_1076, _1072); return float4(lerp(float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f), col_1, float3(_1087, _1087, _1087)), clamp(_1072 + _1076, 0.0f, 1.0f) * 0.85000002384185791015625f); } float sunShadow(float3 P, float3 N, float ndl) { int j = -1; bool _393 = false; float lit = 0.0f; bool _391 = false; bool _395 = false; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); if (F_1_m0.sunCol.w < 0.5f) { return 1.0f; } float4 _416 = mul(float4(P + (N * 0.0599999986588954925537109375f), 1.0f), F_1_m0.sunVP); float2 _423 = float2((_416.x * 0.5f) + 0.5f, 0.5f - (_416.y * 0.5f)); if (!(_423.x <= 0.0f)) { _391 = _423.x >= 1.0f; } else { _391 = true; } if (!_391) { _393 = _423.y <= 0.0f; } else { _393 = true; } if (!_393) { _395 = _423.y >= 1.0f; } else { _395 = true; } if (_395) { return 1.0f; } uint _449_dummy_parameter; float _459 = clamp(F_1_m0.misc.y * 0.60000002384185791015625f, 0.75f, 2.0f) * 0.699999988079071044921875f; float2 _461 = float2(_459, _459) / float2(spvTextureSize(tSun, 0u, _449_dummy_parameter)); float _463 = _416.z - (0.00120000005699694156646728515625f + (0.0030000000260770320892333984375f * (1.0f - ndl))); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(j <= 1)) { break; } int i = -1; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(i <= 1)) { break; } lit += (float((2 - abs(i)) * (2 - abs(j))) * tSun.SampleCmpLevelZero(sSun, _423 + (float2(float(i), float(j)) * _461), _463)); i++; continue; } j++; continue; } return lit / 16.0f; } FOut shadeAll(VOut i) { float3 col_1 = float3(0.0f, 0.0f, 0.0f); bool _1442 = false; bool _1436 = false; bool _1430 = false; float3 refl = float3(0.0f, 0.0f, 0.0f); float sky = 1.0f; bool _1417 = false; float u = 0.0f; float rc = 0.0f; float win = 0.0f; float pLit = 0.86000001430511474609375f; float x1 = 0.7799999713897705078125f; float rc_1 = 0.0f; float gapWet = 0.0f; float reflK = 0.0f; float wet = 0.0f; float3 albedo = float3(0.0f, 0.0f, 0.0f); FOut o = _1452; bool _1444 = false; bool _1438 = false; bool _1432 = false; bool _1427 = false; float3 light = float3(0.0f, 0.0f, 0.0f); float frame = 0.0f; float v = 0.0f; bool _1403 = false; float door = 0.0f; float pBoard = 0.9700000286102294921875f; float y0 = 0.25f; float cw = 2.2999999523162841796875f; bool _1383 = false; float reflW = 1.0f; float gloss = 0.0f; float3 N = float3(0.0f, 0.0f, 0.0f); bool _1453 = false; bool _1446 = false; bool _1440 = false; bool _1434 = false; int k = 0; float3 spec = float3(0.0f, 0.0f, 0.0f); float ao = 1.0f; float seam = 0.0f; float su = 0.0f; bool _1405 = false; float3 wc = float3(0.0350000001490116119384765625f, 0.04500000178813934326171875f, 0.070000000298023223876953125f); float vb = 3.599999904632568359375f; float y1 = 0.819999992847442626953125f; float x0 = 0.2199999988079071044921875f; bool _1385 = false; float specK = 1.0f; float envK = 1.0f; float3 emissive = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); int _1461 = int(clamp(round(i.col.w * 10.0f), -2147483648.0f, 2147483520.0f)); albedo = i.col.xyz * O_1_m0.tint.xyz; N = normalize(i.nrm); float3 _1477 = normalize(F_1_m0.camPos.xyz - i.wpos); float2 _1479 = ddx(i.uv); float2 _1481 = ddy(i.uv); float2 _1485 = min(abs(_1479) + abs(_1481), float2(0.5f, 0.5f)); float3 _1486 = fwidth(i.wpos); float3 _1487 = min(_1486, float3(0.5f, 0.5f, 0.5f)); float3 _1490 = fwidth(i.lp.xyz); float3 _1491 = min(_1490, float3(0.5f, 0.5f, 0.5f)); if (_1461 == 1) { float _1498 = round(i.uv.x); albedo *= (0.819999992847442626953125f + (0.300000011920928955078125f * fbm(i.wpos.xz * 1.7000000476837158203125f))); if (_1498 == 1.0f) { float _1512 = floor(i.wpos.z / 0.300000011920928955078125f); float2 _1523 = float2((i.wpos.x / (0.4199999868869781494140625f + (0.100000001490116119384765625f * hash21(float2(_1512, 3.0f))))) + (_1512 * 0.37000000476837158203125f), i.wpos.z / 0.300000011920928955078125f); float2 _1525 = frac(_1523) - float2(0.5f, 0.5f); float _1536 = max(abs(_1525.x), abs(_1525.y)) + (_noise(i.wpos.xz * 6.0f) * 0.07999999821186065673828125f); float _1537 = smoothstep(0.4199999868869781494140625f, 0.5f, _1536); albedo = (albedo * (0.819999992847442626953125f + (0.36000001430511474609375f * hash21(floor(_1523))))) * (1.0f - (0.449999988079071044921875f * _1537)); N = normalize(N + ((float3(_1525.x, 0.0f, _1525.y) * 0.449999988079071044921875f) * smoothstep(0.25f, 0.4799999892711639404296875f, _1536))); gapWet = _1537; } else { if (_1498 == 2.0f) { float2 _1561 = frac(i.wpos.xz / float2(3.0f, 3.0f)) - float2(0.5f, 0.5f); float _1567 = smoothstep(0.48199999332427978515625f, 0.4970000088214874267578125f, max(abs(_1561.x), abs(_1561.y))); albedo = (albedo * (0.819999992847442626953125f + (0.300000011920928955078125f * hash21(floor(i.wpos.xz / float2(3.0f, 3.0f)))))) * (1.0f - (0.60000002384185791015625f * _1567)); albedo *= (1.0f - (0.449999988079071044921875f * smoothstep(0.60000002384185791015625f, 0.7200000286102294921875f, fbm((i.wpos.xz * 0.60000002384185791015625f) + float2(3.2999999523162841796875f, 3.2999999523162841796875f))))); gapWet = _1567; } } albedo *= (1.0f - (0.5f * ((smoothstep(0.0350000001490116119384765625f, 0.0f, abs(_noise(i.wpos.xz * 0.89999997615814208984375f) - 0.5f)) * smoothstep(0.4000000059604644775390625f, 0.699999988079071044921875f, _noise((i.wpos.xz * 0.20999999344348907470703125f) + float2(9.0f, 9.0f)))) * ((_1498 == 1.0f) ? 0.0f : 1.0f)))); float _1611 = abs(i.wpos.x) - wideAt(i.wpos.z); albedo *= lerp(1.0f, 0.62000000476837158203125f, smoothstep(4.55000019073486328125f, 5.0f, _1611) * step(_1611, 5.05000019073486328125f)); float _1640 = ((((step(0.5f, frac(i.wpos.z / 6.0f)) * smoothstep(0.12999999523162841796875f, 0.100000001490116119384765625f, abs(i.wpos.x))) + smoothstep(0.100000001490116119384765625f, 0.070000000298023223876953125f, abs(_1611 - 4.55000019073486328125f))) * smoothstep(0.25f, 0.60000002384185791015625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(1.7000000476837158203125f, 1.7000000476837158203125f)))) * 0.85000002384185791015625f) * ((_1498 == 1.0f) ? 0.0f : 1.0f); albedo = lerp(albedo, float3(0.7799999713897705078125f, 0.660000026226043701171875f, 0.319999992847442626953125f), float3(_1640, _1640, _1640)); float _1647 = smoothstep(0.519999980926513671875f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.23000000417232513427734375f) + float2(5.099999904632568359375f, 0.0f))); wet = lerp(0.3499999940395355224609375f, 1.0f, max(_1647, gapWet * 0.800000011920928955078125f)) * F_1_m0.params.x; albedo *= lerp(1.0f, 0.449999988079071044921875f, _1647); reflK = lerp(0.3499999940395355224609375f, 1.0f, _1647) * F_1_m0.params.x; reflW = lerp(1.7000000476837158203125f, 0.60000002384185791015625f, _1647); N = normalize(N + ((float3(sin(((i.wpos.x * 7.0f) + (F_1_m0.camPos.w * 1.2999999523162841796875f)) + (sin(i.wpos.z * 5.30000019073486328125f) * 1.5f)) * sin(((i.wpos.z * 6.099999904632568359375f) - (F_1_m0.camPos.w * 0.89999997615814208984375f)) + (sin(i.wpos.x * 4.099999904632568359375f) * 1.2000000476837158203125f)), 0.0f, sin(((i.wpos.z * 7.69999980926513671875f) - (F_1_m0.camPos.w * 1.10000002384185791015625f)) + (sin(i.wpos.x * 4.69999980926513671875f) * 1.39999997615814208984375f)) * sin(((i.wpos.x * 5.900000095367431640625f) + (F_1_m0.camPos.w * 0.800000011920928955078125f)) + (sin(i.wpos.z * 3.7000000476837158203125f) * 1.10000002384185791015625f))) * 0.0350000001490116119384765625f) * _1647)); gloss = 1.0f; } else { if (_1461 == 2) { float2 _1720 = abs(frac(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)) - float2(0.5f, 0.5f)); float _1724 = max(_1487.x, _1487.z) / 1.60000002384185791015625f; albedo = (albedo * (0.85000002384185791015625f + (0.25f * hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)))))) * (1.0f - (0.449999988079071044921875f * (smoothstep(0.48199999332427978515625f - _1724, 0.48199999332427978515625f + _1724, max(_1720.x, _1720.y)) * clamp(1.0f - (_1724 * 25.0f), 0.0f, 1.0f)))); albedo *= lerp(1.0f, 0.5f, smoothstep(7.30000019073486328125f, 8.19999980926513671875f, abs(i.wpos.x) - wideAt(i.wpos.z))); wet = 0.25f * F_1_m0.params.x; gloss = 0.5f; reflK = 0.20000000298023223876953125f * F_1_m0.params.x; reflW = 2.0f; } else { if (_1461 == 3) { float _1768 = floor(i.uv.x / 1000.0f); float _1772 = i.uv.x - (_1768 * 1000.0f); albedo *= F_1_m0.misc.w; float _1786 = (O_1_m0.offset.w + (i.col.x * 31.0f)) + (_1768 * 7.0f); albedo *= (0.86000001430511474609375f + (0.20000000298023223876953125f * fbm(float2(_1772 * 0.800000011920928955078125f, i.uv.y * 2.5f)))); float _1797 = max(_1485.x, _1485.y); float _1799 = hash21(float2(_1786, 7.69999980926513671875f)); if (_1768 != 0.0f) { float _1805 = clamp(1.0f - (_1797 / 0.070000000298023223876953125f), 0.0f, 1.0f); if (_1799 < 0.5f) { float _1811 = floor(i.uv.y / 0.300000011920928955078125f); float _1818 = (_1772 / 0.660000026226043701171875f) + (0.5f * (_1811 - (2.0f * floor(_1811 * 0.5f)))); float2 _1824 = float2(frac(_1818), frac(i.uv.y / 0.300000011920928955078125f)); float _1853 = max(1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.x, 1.0f - _1824.x) * 0.660000026226043701171875f), 1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.y, 1.0f - _1824.y) * 0.300000011920928955078125f)) * 0.75f; albedo = lerp(albedo, lerp(albedo * (0.839999973773956298828125f + (0.300000011920928955078125f * hash21(float2(floor(_1818), _1811) + float2(_1786, 1.0f)))), (albedo * 0.550000011920928955078125f) + float3(0.2199999988079071044921875f, 0.20999999344348907470703125f, 0.20000000298023223876953125f), float3(_1853, _1853, _1853)), float3(_1805, _1805, _1805)); } else { if (_1799 < 0.819999992847442626953125f) { float _1862 = frac(i.uv.y / 0.23999999463558197021484375f); albedo *= lerp(1.0f, lerp(0.7200000286102294921875f, 1.0f, smoothstep(0.0f, 0.3499999940395355224609375f, _1862)) * (1.0f + (0.119999997317790985107421875f * aaBand(_1862, 0.89999997615814208984375f, 1.0f, _1485.y / 0.23999999463558197021484375f))), _1805); } } } albedo *= (1.0f - (0.25f * (smoothstep(0.920000016689300537109375f, 0.9700000286102294921875f, frac((i.uv.y - 3.599999904632568359375f) / 3.099999904632568359375f)) * step(3.599999904632568359375f, i.uv.y)))); if (i.uv.y < 3.599999904632568359375f) { _1383 = _1768 != 2.0f; } else { _1383 = false; } if (_1383) { _1385 = _1768 != 5.0f; } else { _1385 = false; } if (_1385) { float _1899 = floor(_1772 / 4.19999980926513671875f); float _1901 = frac(_1772 / 4.19999980926513671875f); float _1903 = _1485.x / 4.19999980926513671875f; float _1907 = aaBand(_1901, 0.07999999821186065673828125f, 0.920000016689300537109375f, _1903) * aaBand(i.uv.y, 0.5f, 2.900000095367431640625f, _1485.y); float _1909 = 1.0f - aaBand(_1901, 0.039999999105930328369140625f, 0.959999978542327880859375f, _1903); float _1914 = (_1768 == 4.0f) ? step(0.449999988079071044921875f, hash21(float2(_1899, _1786))) : 0.0f; albedo = lerp(albedo, float3(0.100000001490116119384765625f, 0.12999999523162841796875f, 0.17000000178813934326171875f), float3(_1907, _1907, _1907)); albedo = lerp(albedo, albedo * 0.60000002384185791015625f, float3(_1909, _1909, _1909)); float _1934 = step(0.75f, hash21(float2(_1899 + 7.0f, _1786))); float4 _1948 = room(float2(_1901 * 4.19999980926513671875f, i.uv.y), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), 4.19999980926513671875f, 3.400000095367431640625f, 4.0f); rc_1 = _1948.x; if (_1948.w == 0.0f) { rc_1 = (rc_1 * (0.699999988079071044921875f + (0.300000011920928955078125f * step(0.5f, frac(_1948.z * 7.0f))))) * (1.0f - (0.5f * step(_1948.y * 4.19999980926513671875f, 0.4000000059604644775390625f))); } if (_1948.w == 3.0f) { rc_1 += ((step(0.449999988079071044921875f, _1948.y) * step(_1948.y, 0.550000011920928955078125f)) * 1.5f); } emissive += ((((lerp(float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f), float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f), float3(_1934, _1934, _1934)) * (_1907 * (step((_1768 == 4.0f) ? 0.85000002384185791015625f : 0.60000002384185791015625f, hash21(float2(_1899 + 3.0f, _1786))) * (1.0f - _1914)))) * 1.4500000476837158203125f) * 1.0f) * rc_1); float _1996 = _1907 * _1914; albedo = lerp(albedo, float3(0.36000001430511474609375f, 0.2700000107288360595703125f, 0.17000000178813934326171875f) * (0.800000011920928955078125f + (0.300000011920928955078125f * _noise(float2(_1772 * 3.0f, i.uv.y * 9.0f)))), float3(_1996, _1996, _1996)); albedo *= (1.0f - ((0.3499999940395355224609375f * smoothstep(3.0f, 3.2999999523162841796875f, i.uv.y)) * step(i.uv.y, 3.599999904632568359375f))); gloss = (_1907 * 0.699999988079071044921875f) * (1.0f - _1914); } else { if (_1768 == 0.0f) { cw = 1.5499999523162841796875f; x0 = 0.100000001490116119384765625f; x1 = 0.89999997615814208984375f; y0 = 0.180000007152557373046875f; y1 = 0.86000001430511474609375f; pLit = 0.7200000286102294921875f; } if (_1768 == 2.0f) { cw = 2.0f; x0 = 0.300000011920928955078125f; x1 = 0.699999988079071044921875f; y0 = 0.119999997317790985107421875f; y1 = 0.86000001430511474609375f; pLit = 0.800000011920928955078125f; vb = 0.60000002384185791015625f; } if (_1768 == 4.0f) { pLit = 0.949999988079071044921875f; pBoard = 0.5f; } if (_1768 == 5.0f) { cw = 3.2000000476837158203125f; x0 = 0.100000001490116119384765625f; x1 = 0.4199999868869781494140625f; y0 = 0.0500000007450580596923828125f; y1 = 0.7200000286102294921875f; pLit = 0.550000011920928955078125f; vb = 0.0f; } float _2022 = (_1768 == 5.0f) ? 2.9500000476837158203125f : 3.099999904632568359375f; float _2025 = floor(_1772 / cw); float _2029 = floor((i.uv.y - vb) / _2022); float _2032 = frac(_1772 / cw); float _2036 = frac((i.uv.y - vb) / _2022); float _2039 = _1485.x / cw; float _2041 = _1485.y / _2022; float _2048 = smoothstep(vb - _1485.y, vb + _1485.y, i.uv.y); win = (aaBand(_2032, x0, x1, _2039) * aaBand(_2036, y0, y1, _2041)) * _2048; float _2069 = win; float _2071 = max(((aaBand(_2032, x0 - 0.0500000007450580596923828125f, x1 + 0.0500000007450580596923828125f, _2039) * aaBand(_2036, y0 - 0.0500000007450580596923828125f, y1 + 0.039999999105930328369140625f, _2041)) * _2048) - _2069, 0.0f); if (_1768 == 0.0f) { win *= (1.0f - aaBand(_2032, 0.4699999988079071044921875f, 0.5299999713897705078125f, _2039)); } if (_1768 == 5.0f) { door = (((step(0.519999980926513671875f, _2032) * step(_2032, 0.7799999713897705078125f)) * step(0.0f, _2036)) * step(_2036, 0.800000011920928955078125f)) * step(vb, i.uv.y); } float _2110 = hash21(float2(_2025 + (_1786 * 3.0f), _2029 + _1786)); if (_2110 > pBoard) { wc = float3(0.3300000131130218505859375f, 0.23999999463558197021484375f, 0.1500000059604644775390625f); } else { if (_2110 > pLit) { float4 _2135 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); rc = _2135.x; float _2140 = hash21(float2(_2025 + 9.0f, _2029 + _1786)); if (_2135.w == 0.0f) { rc *= (1.0f - (((0.75f * step(_2135.z, 0.319999992847442626953125f)) * step(_2140 * 0.5f, _2135.y)) * step(_2135.y, 0.5f + (_2140 * 0.4000000059604644775390625f)))); rc *= (1.0f - ((((0.4000000059604644775390625f * step(0.550000011920928955078125f, _2135.z)) * step(_2135.z, 0.75f)) * step(0.3499999940395355224609375f, _2135.y)) * step(_2135.y, 0.60000002384185791015625f))); } bool _2180 = _2110 > (pLit + ((1.0f - pLit) * 0.75f)); float3 _2199 = (float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f) * 1.2999999523162841796875f) * (0.920000016689300537109375f + (0.07999999821186065673828125f * sin((F_1_m0.camPos.w * 0.699999988079071044921875f) + (_2110 * 40.0f)))); float3 _2200 = float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f) * (0.60000002384185791015625f + ((0.4000000059604644775390625f * sin((F_1_m0.camPos.w * 9.0f) + (_2110 * 90.0f))) * sin((F_1_m0.camPos.w * 3.099999904632568359375f) + (_2110 * 13.0f)))); bool3 _2203 = bool3(_2180, _2180, _2180); float3 _2201 = float3(_2203.x ? _2200.x : _2199.x, _2203.y ? _2200.y : _2199.y, _2203.z ? _2200.z : _2199.z); emissive += ((_2201 * win) * lerp(rc, 0.550000011920928955078125f, (step(0.60000002384185791015625f, _2140) * ((smoothstep(0.319999992847442626953125f, 0.300000011920928955078125f, abs(_2032 - 0.5f)) * 0.0f) + (1.0f - smoothstep(0.0f, 0.1599999964237213134765625f, min(_2032 - x0, x1 - _2032))))) * 0.800000011920928955078125f)); wc = _2201 * 0.1500000059604644775390625f; } else { float4 _2241 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); float _2245 = smoothstep(0.550000011920928955078125f, 0.949999988079071044921875f, _2036 + (_2241.x * 0.20000000298023223876953125f)); float _2256 = ((0.550000011920928955078125f * F_1_m0.misc.x) * 0.0f) + 0.5f; wc = lerp(float3(0.02999999932944774627685546875f, 0.039999999105930328369140625f, 0.0599999986588954925537109375f) * (0.60000002384185791015625f + (0.800000011920928955078125f * _2241.x)), lerp(float3(0.2199999988079071044921875f, 0.300000011920928955078125f, 0.4199999868869781494140625f), float3(0.949999988079071044921875f, 0.7200000286102294921875f, 0.5f), float3(_2245, _2245, _2245)), float3(_2256, _2256, _2256)); } } albedo = lerp(albedo, (wc * 0.5f) * ((1.0f - (0.550000011920928955078125f * smoothstep(y1 - 0.2199999988079071044921875f, y1, _2036))) * (1.0f - (0.300000011920928955078125f * smoothstep(x0 + 0.119999997317790985107421875f, x0, _2032)))), float3(win, win, win)); albedo = lerp(albedo, albedo * 1.39999997615814208984375f, float3(_2071, _2071, _2071)); float _2285 = (((aaBand(_2032, x0 - 0.0599999986588954925537109375f, x1 + 0.0599999986588954925537109375f, _2039) * aaBand(_2036, y0 - 0.085000000894069671630859375f, y0 - 0.0500000007450580596923828125f, _2041)) * _2048) * step(_1768, 4.5f)) * 0.85000002384185791015625f; albedo = lerp(albedo, float3(0.7400000095367431640625f, 0.699999988079071044921875f, 0.62000000476837158203125f), float3(_2285, _2285, _2285)); albedo = lerp(albedo, float3(0.07999999821186065673828125f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f), float3(door, door, door)); if (_1768 == 5.0f) { emissive += ((float3(1.0f, 0.75f, 0.3499999940395355224609375f) * ((door * step(0.680000007152557373046875f, _2036)) * step(_2036, 0.7599999904632568359375f))) * 1.2000000476837158203125f); } gloss = win * 0.75f; } if (!(_1768 == 4.0f)) { _1403 = _1768 == 1.0f; } else { _1403 = true; } if (!_1403) { _1405 = _1768 == 3.0f; } else { _1405 = true; } if (_1405) { float4 _2321 = graffiti(_1772, i.uv.y, _1786); albedo = lerp(albedo, _2321.xyz * 0.550000011920928955078125f, float3(_2321.www)); } albedo *= lerp(0.550000011920928955078125f, 1.0f, smoothstep(0.0f, 4.0f, i.uv.y)); albedo = ((albedo * (0.86000001430511474609375f + (0.2800000011920928955078125f * fbm(float2(_1772 * 0.12999999523162841796875f, i.uv.y * 0.20999999344348907470703125f) + float2(_1786 * 1.2999999523162841796875f, 4.0f))))) * (1.0f - (smoothstep(0.60000002384185791015625f, 0.87999999523162841796875f, fbm(float2((_1772 * 1.10000002384185791015625f) + (_1786 * 3.0f), i.uv.y * 0.10999999940395355224609375f))) * (0.119999997317790985107421875f + (0.119999997317790985107421875f * smoothstep(3.0f, 9.0f, i.uv.y)))))) * (1.0f + (((0.14000000059604644775390625f * _noise((i.wpos.xz * 3.2999999523162841796875f) + float2(i.wpos.y * 3.099999904632568359375f, 0.0f))) - 0.070000000298023223876953125f) * clamp(1.0f - (_1797 * 8.0f), 0.0f, 1.0f))); } else { if (_1461 == 7) { float _2385 = smoothstep(0.07999999821186065673828125f, 0.4000000059604644775390625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(2.2999999523162841796875f, 2.2999999523162841796875f))) * (0.800000011920928955078125f + (0.20000000298023223876953125f * _noise(i.wpos.xz * 14.0f))); albedo = lerp(float3(0.070000000298023223876953125f, 0.070000000298023223876953125f, 0.0900000035762786865234375f), albedo, float3(_2385, _2385, _2385)); wet = 0.5f * F_1_m0.params.x; gloss = 0.89999997615814208984375f; } else { if (_1461 == 9) { float _2404 = frac(F_1_m0.camPos.w * 1.60000002384185791015625f); float _2412 = frac((F_1_m0.camPos.w * 1.60000002384185791015625f) + 0.5f); emissive = albedo * (0.25f + (7.0f * (((step(0.4000000059604644775390625f, i.col.y) * step(i.col.z, 0.20000000298023223876953125f)) > 0.5f) ? step(frac(F_1_m0.camPos.w * 0.89999997615814208984375f), 0.5f) : ((step(i.col.z, i.col.x) > 0.5f) ? (step(_2404, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2404) * step(_2404, 0.319999992847442626953125f))) : (step(_2412, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2412) * step(_2412, 0.319999992847442626953125f))))))); albedo *= 0.300000011920928955078125f; } else { if (_1461 == 10) { u = i.uv.x; v = i.uv.y; if (abs(_1479.x) >= abs(_1479.y)) { u = i.uv.x * ((_1479.x < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.y * ((_1481.y > 0.0f) ? (-1.0f) : 1.0f); } else { u = i.uv.y * ((_1479.y < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.x * ((_1481.x > 0.0f) ? (-1.0f) : 1.0f); } float _2478 = floor(u / 0.300000011920928955078125f); float _2481 = floor(v / 0.449999988079071044921875f); float _2484 = frac(u / 0.300000011920928955078125f); float _2487 = frac(v / 0.449999988079071044921875f); float _2497 = hash21(float2(_2478 + 3.0f, _2481 + 1.7000000476837158203125f)); float _2501 = hash21(float2(_2478 + 9.0f, _2481 + 4.099999904632568359375f)); emissive = albedo * (0.3499999940395355224609375f + ((3.599999904632568359375f * ((step(0.2199999988079071044921875f, hash21(float2(_2478, _2481 + O_1_m0.offset.w))) * (((step(0.180000007152557373046875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.180000007152557373046875f, _2487)) * step(_2487, 0.819999992847442626953125f))) * clamp(((((step(0.180000007152557373046875f, _2484) * step(_2484, 0.180000007152557373046875f + 0.12999999523162841796875f)) + ((step(0.819999992847442626953125f - 0.12999999523162841796875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.3499999940395355224609375f, _2497))) + ((step(0.819999992847442626953125f - (0.12999999523162841796875f * 0.800000011920928955078125f), _2487) * step(_2487, 0.819999992847442626953125f)) * step(0.300000011920928955078125f, _2501))) + ((step(0.4600000083446502685546875f, _2487) * step(_2487, 0.4600000083446502685546875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(_2501, 0.699999988079071044921875f))) + ((step(0.180000007152557373046875f, _2487) * step(_2487, 0.180000007152557373046875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(0.550000011920928955078125f, _2497)), 0.0f, 1.0f))) * (1.0f - step(0.930000007152557373046875f, hash21(float2(_2478 + 11.0f, _2481 + O_1_m0.offset.w)))))); albedo *= 0.1500000059604644775390625f; } else { if (_1461 == 11) { float _2574 = 0.7200000286102294921875f + (0.2800000011920928955078125f * (0.5f + (0.5f * sin((i.uv.x * 6.283100128173828125f) / 0.319999992847442626953125f)))); float _2588 = smoothstep(0.550000011920928955078125f, 0.800000011920928955078125f, fbm(float2(i.uv.x * 1.2999999523162841796875f, (i.uv.y * 0.25f) + 3.0f))) * 0.60000002384185791015625f; albedo = lerp(albedo * _2574, float3(0.3499999940395355224609375f, 0.1599999964237213134765625f, 0.07999999821186065673828125f) * _2574, float3(_2588, _2588, _2588)); float4 _2598 = graffiti(i.uv.x, i.uv.y, O_1_m0.offset.w + 3.0f); albedo = lerp(albedo, (_2598.xyz * 0.550000011920928955078125f) * _2574, float3(_2598.www)); gloss = 0.3499999940395355224609375f; } else { if (_1461 == 12) { float _2616 = fbm((i.wpos.xz * 3.2000000476837158203125f) + float2(i.wpos.y * 2.0f, 0.0f)); if (i.wpos.y > 2.2000000476837158203125f) { N = normalize(((N * 0.89999997615814208984375f) + float3(0.0f, 0.1500000059604644775390625f, 0.0f)) + (float3(_noise((i.wpos.xz * 2.2000000476837158203125f) + float2(i.wpos.y * 1.7000000476837158203125f, 0.0f)) - 0.5f, 0.0f, _noise((i.wpos.zx * 2.400000095367431640625f) - float2(i.wpos.y * 1.5f, 0.0f)) - 0.5f) * 0.2199999988079071044921875f)); albedo = ((albedo * lerp(0.89999997615814208984375f, 1.059999942779541015625f, smoothstep(0.4000000059604644775390625f, 0.60000002384185791015625f, _noise((i.wpos.xz * 3.400000095367431640625f) + float2(i.wpos.y * 2.599999904632568359375f, i.wpos.y * 1.2999999523162841796875f))))) * (0.85000002384185791015625f + (0.300000011920928955078125f * smoothstep(0.300000011920928955078125f, 0.699999988079071044921875f, _2616)))) * float3(1.0f, 1.03999996185302734375f, 0.920000016689300537109375f); } else { albedo *= (0.550000011920928955078125f + (0.699999988079071044921875f * smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, _2616))); } } else { if (_1461 == 13) { float3 _2672 = albedo; float _2681 = floor(hash21((_2672.xy * 97.0f) + float2(_2672.z * 13.0f, 0.0f)) * 4.0f); float _2684 = fbm(i.wpos.xz * 2.400000095367431640625f); float _2689 = smoothstep(0.62000000476837158203125f, 0.699999988079071044921875f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))); if (_2681 < 1.0f) { albedo = lerp(_2672, float3(0.60000002384185791015625f, 0.579999983310699462890625f, 0.540000021457672119140625f) * F_1_m0.misc.w, float3(0.64999997615814208984375f, 0.64999997615814208984375f, 0.64999997615814208984375f)); albedo = (albedo * (0.699999988079071044921875f + (0.4000000059604644775390625f * _2684))) * (1.0f - (0.3499999940395355224609375f * smoothstep(0.02999999932944774627685546875f, 0.0f, abs(frac(i.wpos.x / 3.0f) - 0.5f) - 0.4799999892711639404296875f))); } else { if (_2681 < 2.0f) { float _2722 = step(0.7200000286102294921875f, hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 2.2999999523162841796875f)) + float2(5.0f, 1.0f))); albedo = (lerp(float3(0.20000000298023223876953125f, 0.20000000298023223876953125f, 0.2199999988079071044921875f), float3(0.319999992847442626953125f, 0.310000002384185791015625f, 0.300000011920928955078125f), float3(_2722, _2722, _2722)) * F_1_m0.misc.w) * (0.85000002384185791015625f + (0.300000011920928955078125f * _2684)); albedo *= (1.0f - (0.300000011920928955078125f * smoothstep(0.02500000037252902984619140625f, 0.0f, abs(frac(i.wpos.z / 0.949999988079071044921875f) - 0.5f) - 0.4699999988079071044921875f))); } else { if (_2681 < 3.0f) { albedo = ((float3(0.800000011920928955078125f, 0.800000011920928955078125f, 0.7799999713897705078125f) * F_1_m0.misc.w) * (1.0f - (0.119999997317790985107421875f * smoothstep(0.0199999995529651641845703125f, 0.0f, abs(frac(i.wpos.x / 1.7999999523162841796875f) - 0.5f) - 0.48500001430511474609375f)))) * (1.0f - (0.300000011920928955078125f * smoothstep(0.449999988079071044921875f, 0.800000011920928955078125f, fbm((i.wpos.xz * float2(0.60000002384185791015625f, 2.2000000476837158203125f)) + float2(4.0f, 4.0f))))); float _2776 = smoothstep(0.550000011920928955078125f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))) * 0.5f; albedo = lerp(albedo, float3(0.4199999868869781494140625f, 0.36000001430511474609375f, 0.2800000011920928955078125f) * F_1_m0.misc.w, float3(_2776, _2776, _2776)); } else { albedo = (clamp(_2672 * 1.25f, float3(0.0f, 0.0f, 0.0f), float3(0.85000002384185791015625f, 0.85000002384185791015625f, 0.85000002384185791015625f)) * (0.85000002384185791015625f + (0.25f * _2684))) * (1.0f + (0.3499999940395355224609375f * smoothstep(0.0599999986588954925537109375f, 0.0f, abs(frac(i.wpos.x / 0.5f) - 0.5f) - 0.439999997615814208984375f))); gloss = 0.449999988079071044921875f; } } } wet = (_2689 * 0.800000011920928955078125f) * F_1_m0.params.x; gloss = max(gloss, _2689); } else { if (_1461 == 4) { emissive = albedo * 4.0f; } else { if (_1461 == 5) { emissive = ((float3(0.100000001490116119384765625f, 0.800000011920928955078125f, 1.0f) * (1.2000000476837158203125f + (fbm((i.wpos.xz * 3.0f) + float2(F_1_m0.camPos.w * 0.4000000059604644775390625f, (-F_1_m0.camPos.w) * 0.300000011920928955078125f)) * 1.39999997615814208984375f))) * (0.75f + (0.25f * sin(((F_1_m0.camPos.w * 3.0f) + (i.wpos.x * 2.0f)) + i.wpos.z)))) * (1.0f + F_1_m0.params.y); albedo = float3(0.039999999105930328369140625f, 0.449999988079071044921875f, 0.64999997615814208984375f); } else { if (_1461 == 0) { albedo *= (0.89999997615814208984375f + (0.20000000298023223876953125f * fbm((i.wpos.xz * 1.89999997615814208984375f) + float2(i.wpos.y * 1.2999999523162841796875f, i.wpos.y)))); } else { if (_1461 == 6) { gloss = 0.800000011920928955078125f; albedo *= (0.85000002384185791015625f + (0.1500000059604644775390625f * fbm((i.wpos.xz * 3.0f) + float2(i.wpos.yy)))); } else { if (_1461 == 14) { float2 _2870 = clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); float2 _2876 = frac(_2870 * float2(220.0f, 110.0f)); emissive = (((pow(tScreen.SampleLevel(sScreen, _2870, 0.0f).xyz, float3(1.7000000476837158203125f, 1.7000000476837158203125f, 1.7000000476837158203125f)) * (0.5f + (0.800000011920928955078125f * (((smoothstep(0.0f, 0.180000007152557373046875f, _2876.x) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.x)) * smoothstep(0.0f, 0.180000007152557373046875f, _2876.y)) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.y))))) * 3.2000000476837158203125f) * (((smoothstep(0.0f, 0.039999999105930328369140625f, _2870.x) * smoothstep(1.0f, 0.959999978542327880859375f, _2870.x)) * smoothstep(0.0f, 0.0599999986588954925537109375f, _2870.y)) * smoothstep(1.0f, 0.939999997615814208984375f, _2870.y))) * (0.959999978542327880859375f + (0.039999999105930328369140625f * sin((F_1_m0.camPos.w * 50.0f) + (_2870.y * 30.0f)))); albedo = float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f); gloss = 1.0f; } else { if (_1461 == 18) { float3 _2921 = tBoard.SampleLevel(sScreen, clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz; albedo = (_2921 * 0.89999997615814208984375f) + float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f); emissive = pow(_2921, float3(1.2999999523162841796875f, 1.2999999523162841796875f, 1.2999999523162841796875f)) * 5.0f; gloss = 0.550000011920928955078125f; } else { if (_1461 == 15) { float _2931 = length(i.uv); float _2940 = fbm((i.uv * 2.599999904632568359375f) + float2(O_1_m0.offset.w * 1.7000000476837158203125f, O_1_m0.offset.w)); float _2942 = 0.62000000476837158203125f + (0.4199999868869781494140625f * _2940); if (_2931 > _2942) { discard; } float _2977 = pow(smoothstep(_2942, _2942 * 0.1500000059604644775390625f, _2931), 0.800000011920928955078125f) * (0.75f + (0.25f * fbm(float2(atan2(i.uv.y, i.uv.x) * 3.0f, _2931 * 4.0f) + float2(O_1_m0.offset.w, O_1_m0.offset.w)))); albedo = lerp(float3(0.189999997615814208984375f, 0.180000007152557373046875f, 0.17000000178813934326171875f), float3(0.014999999664723873138427734375f, 0.0130000002682209014892578125f, 0.01200000010430812835693359375f), float3(_2977, _2977, _2977)) * (1.0f - ((((1.0f - smoothstep(0.0f, 0.0500000007450580596923828125f, abs(sin(((atan2(i.uv.y, i.uv.x) * 5.0f) + (_2940 * 7.0f)) + O_1_m0.offset.w)) * (0.3499999940395355224609375f + _2931))) * 0.85000002384185791015625f) * O_1_m0.tint.x) * smoothstep(0.100000001490116119384765625f, 0.4000000059604644775390625f, _2931))); gloss = 0.0f; wet = 0.0f; } else { if (_1461 == 16) { su = i.uv.x; if (dot(N, _1477) < 0.0f) { su = (((2.0f * floor(su * 2.0f)) * 0.5f) + 0.498046875f) - su; } emissive = (pow(tSign.SampleLevel(sScreen, clamp(float2(su, i.uv.y), float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz, float3(1.5f, 1.5f, 1.5f)) * 3.400000095367431640625f) * (0.3499999940395355224609375f + (0.64999997615814208984375f * F_1_m0.misc.x)); albedo = float3(0.02999999932944774627685546875f, 0.02999999932944774627685546875f, 0.0350000001490116119384765625f); gloss = 0.800000011920928955078125f; } else { if (_1461 == 17) { albedo = float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f); gloss = 1.0f; wet = 0.699999988079071044921875f; float _3035 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = 0.550000011920928955078125f + (1.89999997615814208984375f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3035) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3035))); } else { if (_1461 == 19) { int _3051 = int(clamp(round(i.uv.x), -2147483648.0f, 2147483520.0f)); bool _3054 = i.uv.y > 9.5f; bool _3057 = i.uv.y > 19.5f; float _3062 = i.uv.y - (_3057 ? 20.0f : (_3054 ? 10.0f : 0.0f)); uint _3067 = min(uint(min(max(_3051, 0), 4)), 4u); uint _3072 = min(uint(min(max(_3051, 0), 4)), 4u); bool _3078 = abs(i.lp.w) > 0.449999988079071044921875f; bool _3079 = _3062 > 4.5f; float _3081 = abs(i.lp.xyz.x); if (_3078) { float _3090 = step(0.36000001430511474609375f, i.lp.xyz.y) * step(i.lp.xyz.y, _1337[_3072].w - 0.0199999995529651641845703125f); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].x - 0.0240000002086162567138671875f, _1337[_3072].x + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].y - 0.0240000002086162567138671875f, _1337[_3072].y + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, ((aaBand(i.lp.xyz.z, _1337[_3072].z - 0.0240000002086162567138671875f, _1337[_3072].z + 0.0240000002086162567138671875f, _1491.z) * _3090) * step(abs(_1337[_3072].z - _1337[_3072].y), 2.0f)) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))); seam = max(seam, (aaBand(i.lp.xyz.y, _1337[_3072].w - 0.1599999964237213134765625f, _1337[_3072].w - 0.100000001490116119384765625f, _1491.y) * (aaBand(i.lp.xyz.z, _1337[_3072].y - 0.319999992847442626953125f, _1337[_3072].y - 0.119999997317790985107421875f, _1491.z) + (aaBand(i.lp.xyz.z, _1337[_3072].z - 0.319999992847442626953125f, _1337[_3072].z - 0.119999997317790985107421875f, _1491.z) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))))) * 0.800000011920928955078125f); } if (_3079) { _1417 = _3062 < 7.5f; } else { _1417 = false; } if (_1417) { seam = max(seam, aaBand(_3081, 0.660000026226043701171875f - 0.0240000002086162567138671875f, 0.660000026226043701171875f + 0.0240000002086162567138671875f, _1491.x) * (step(_1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z) * step(i.lp.xyz.z, _1337[_3072].x - 0.07999999821186065673828125f))); seam = max(seam, aaBand(i.lp.xyz.z, (_1323[_3067].x + 0.20000000298023223876953125f) - 0.0240000002086162567138671875f, (_1323[_3067].x + 0.20000000298023223876953125f) + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.660000026226043701171875f)); if (_3051 == 0) { seam = max(seam, aaBand(_3081, 0.680000007152557373046875f - 0.0240000002086162567138671875f, 0.680000007152557373046875f + 0.0240000002086162567138671875f, _1491.x) * (step(1.41999995708465576171875f, i.lp.xyz.z) * step(i.lp.xyz.z, _1323[_3067].y - 0.119999997317790985107421875f))); seam = max(seam, aaBand(i.lp.xyz.z, 1.41999995708465576171875f - 0.0240000002086162567138671875f, 1.41999995708465576171875f + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.680000007152557373046875f)); } } if (_3062 > 7.5f) { seam = max(seam, aaBand(_3081, 0.5299999713897705078125f, 0.60000002384185791015625f, _1491.x) * 0.800000011920928955078125f); } albedo *= (1.0f - (0.930000007152557373046875f * seam)); envK *= (1.0f - (0.89999997615814208984375f * seam)); specK = 1.0f - (0.89999997615814208984375f * seam); if (_3078) { float _3264 = min(length(float2(i.lp.xyz.z - _1323[_3067].z, i.lp.xyz.y - 0.3499999940395355224609375f)), length(float2(i.lp.xyz.z - _1323[_3067].w, i.lp.xyz.y - 0.3499999940395355224609375f))); albedo = (albedo * (1.0f - (0.5f * smoothstep(0.7799999713897705078125f, 0.4600000083446502685546875f, _3264)))) * (1.0f - (0.5f * aaBand(_3264, 0.4600000083446502685546875f, 0.5f, _1491.z + _1491.y))); } float _3292 = (smoothstep(0.7799999713897705078125f, 0.319999992847442626953125f, i.lp.xyz.y) * (0.449999988079071044921875f + (0.550000011920928955078125f * _noise(float2(i.lp.xyz.z * 3.099999904632568359375f, (i.lp.xyz.y * 9.0f) + (i.lp.xyz.x * 2.0f)))))) * (_3054 ? 0.60000002384185791015625f : 0.37999999523162841796875f); albedo = lerp(albedo, (albedo * 0.550000011920928955078125f) + float3(0.0500000007450580596923828125f, 0.04500000178813934326171875f, 0.0350000001490116119384765625f), float3(_3292, _3292, _3292)); if (_3079) { albedo *= (0.939999997615814208984375f + (0.07999999821186065673828125f * _noise(i.lp.xyz.xz * float2(6.0f, 2.5f)))); } float _3314 = (aaBand(_3081, 0.4000000059604644775390625f, 0.7799999713897705078125f, _1491.x) * step(0.5f, i.lp.xyz.y)) * (_3057 ? 0.0f : 1.0f); float _3322 = _3314 * (1.0f - smoothstep(_1323[_3067].x + 0.1599999964237213134765625f, _1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z)); float _3329 = _3314 * smoothstep(_1323[_3067].y - 0.20000000298023223876953125f, _1323[_3067].y - 0.1599999964237213134765625f, i.lp.xyz.z); if ((_3322 + _3329) > 0.0f) { float _3336 = 1.0f - aaBand(_3081, 0.430000007152557373046875f, 0.75f, _1491.x); albedo = lerp(albedo, lerp(float3(0.7799999713897705078125f, 0.800000011920928955078125f, 0.819999992847442626953125f), float3(0.949999988079071044921875f, 0.949999988079071044921875f, 0.949999988079071044921875f), float3(_3336, _3336, _3336)), float3(_3322, _3322, _3322)); float _3345 = _3336 * 0.5f; albedo = lerp(albedo, lerp(float3(0.5f, 0.02500000037252902984619140625f, 0.0350000001490116119384765625f), float3(0.89999997615814208984375f, 0.5f, 0.20000000298023223876953125f) * step(0.62999999523162841796875f, _3081), float3(_3345, _3345, _3345)), float3(_3329, _3329, _3329)); emissive = (float3(1.0f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f) * _3329) * (_3054 ? 0.0f : 0.89999997615814208984375f); gloss = 1.0f; } if (_3057) { float _3363 = fbm((i.lp.xyz.xz * 2.2000000476837158203125f) + float2(i.lp.xyz.y * 3.0f, O_1_m0.offset.w)); float _3379 = smoothstep(0.449999988079071044921875f, 0.699999988079071044921875f, _3363) * 0.699999988079071044921875f; albedo = lerp(albedo, float3(0.20000000298023223876953125f, 0.0900000035762786865234375f, 0.039999999105930328369140625f) * (0.699999988079071044921875f + (0.60000002384185791015625f * _3363)), float3(_3379, _3379, _3379)); float _3383 = clamp(smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, fbm((i.lp.xyz.zy * float2(1.60000002384185791015625f, 3.0f)) + float2(7.0f, 7.0f))) + (smoothstep(-0.60000002384185791015625f, -1.60000002384185791015625f, i.lp.xyz.z) * 0.60000002384185791015625f), 0.0f, 1.0f) * 0.75f; albedo = lerp(albedo, float3(0.017999999225139617919921875f, 0.01600000075995922088623046875f, 0.014999999664723873138427734375f), float3(_3383, _3383, _3383)); } gloss = max(gloss, _3057 ? 0.0500000007450580596923828125f : (_3054 ? 0.3499999940395355224609375f : 0.819999992847442626953125f)); } else { if (_1461 == 20) { bool _3398 = abs(i.lp.w) > 0.449999988079071044921875f; float _3399 = _1485.x; float _3400 = _1485.y; float _3401 = _3398 ? 0.04500000178813934326171875f : 0.070000000298023223876953125f; frame = 1.0f - (aaBand(i.uv.x, _3401, 1.0f - _3401, _3399) * aaBand(i.uv.y, 0.070000000298023223876953125f, _3398 ? 0.89999997615814208984375f : 0.930000007152557373046875f, _3400)); if (_3398) { frame = max(frame, aaBand(i.uv.x, 0.4699999988079071044921875f, 0.5299999713897705078125f, _3399)); } albedo = lerp(float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f), albedo, float3(frame, frame, frame)); float _3429 = (aaBand(i.uv.y, 0.070000000298023223876953125f, 0.119999997317790985107421875f, _3400) * (1.0f - frame)) * 0.800000011920928955078125f; albedo = lerp(albedo, float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f), float3(_3429, _3429, _3429)); gloss = 1.0f; wet = 0.699999988079071044921875f * (1.0f - frame); albedo += (float3(0.0350000001490116119384765625f, 0.0350000001490116119384765625f, 0.039999999105930328369140625f) * (((1.0f - frame) * (1.0f - smoothstep(0.20000000298023223876953125f, 0.449999988079071044921875f, i.uv.y))) * (_3398 ? 0.0f : 1.0f))); float _3456 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = (lerp(0.60000002384185791015625f, 1.0f, frame) * lerp(0.699999988079071044921875f + (2.2000000476837158203125f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3456) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3456))), 1.0f, frame)) * lerp(0.800000011920928955078125f, 1.35000002384185791015625f, smoothstep(0.100000001490116119384765625f, 0.89999997615814208984375f, i.uv.y) * (1.0f - frame)); } else { if (_1461 == 8) { float _3485 = fbm(float2(i.wpos.x * 3.0f, (i.wpos.y * 2.0f) - (F_1_m0.camPos.w * 4.0f))); emissive = lerp(float3(1.0f, 0.25f, 0.0199999995529651641845703125f), float3(1.0f, 0.85000002384185791015625f, 0.300000011920928955078125f), float3(_3485, _3485, _3485)) * (3.0f + (3.0f * _3485)); } } } } } } } } } } } } } } } } } } } } } emissive *= F_1_m0.misc.x; float _3497 = dot(albedo, float3(0.300000011920928955078125f, 0.550000011920928955078125f, 0.1500000059604644775390625f)); albedo = lerp(albedo, float3(_3497, _3497, _3497), float3(F_1_m0.misc.z, F_1_m0.misc.z, F_1_m0.misc.z)); float _3506 = (N.y * 0.5f) + 0.5f; float3 _3510 = normalize(F_1_m0.moon.xyz); float _3513 = max(dot(N, _3510), 0.0f); float _3515 = sunShadow(i.wpos, N, _3513); float _3527 = length(F_1_m0.ambient.xyz) * 0.300000011920928955078125f; float3 _3530 = float3(0.5f, 0.4199999868869781494140625f, 0.3400000035762786865234375f) * (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.0900000035762786865234375f) + float3(_3527, _3527, _3527)); if (N.y < 0.5f) { ao = lerp(0.5f, 1.0f, smoothstep(0.0f, 1.7999999523162841796875f, i.wpos.y)); } if (N.y < 0.5f) { sky = lerp(0.319999992847442626953125f, 1.0f, smoothstep(0.0f, 16.0f, i.wpos.y)); } else { if (i.wpos.y < 0.4000000059604644775390625f) { sky = lerp(0.5f, 1.0f, smoothstep(8.19999980926513671875f, 3.5f, abs(i.wpos.x) - wideAt(i.wpos.z))); } } light = ((((F_1_m0.ambient.xyz * _3506) * sky) + (_3530 * (1.0f - _3506))) + (_3530 * 0.300000011920928955078125f)) * ao; light += (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * _3513) * _3515); float _3587 = lerp(0.699999988079071044921875f, 0.14000000059604644775390625f, clamp(wet + (gloss * 0.5f), 0.0f, 1.0f)); float _3590 = ((_3587 * _3587) * _3587) * _3587; float _3597 = 0.02999999932944774627685546875f + (0.449999988079071044921875f * clamp(wet + (gloss * 0.3499999940395355224609375f), 0.0f, 1.0f)); float _3604 = max(dot(N, normalize(_3510 + _1477)), 0.0f); float _3608 = ((_3604 * _3604) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * min(_3590 / ((3.141590118408203125f * _3608) * _3608), 40.0f)) * _3513) * _3515) * _3597); int _3628 = int(clamp(F_1_m0.ambient.w, -2147483648.0f, 2147483520.0f)); if (reflK > 0.00999999977648258209228515625f) { _1427 = N.y > 0.60000002384185791015625f; } else { _1427 = false; } float _3658 = (sin(((i.wpos.x * 9.0f) + (F_1_m0.camPos.w * 2.2999999523162841796875f)) + (sin(i.wpos.z * 3.099999904632568359375f) * 2.0f)) * 0.5f) + (sin((i.wpos.z * 11.0f) - (F_1_m0.camPos.w * 1.7000000476837158203125f)) * 0.5f); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 40)) { break; } if (k >= _3628) { break; } if (((uint(clamp((k >= 20) ? O_1_m0.lm.y : O_1_m0.lm.x, 0.0f, 4294967040.0f)) >> uint(naga_mod(k, 20))) & 1u) == 0u) { int _3958 = k; k = _3958 + 1; continue; } int _3703 = k; uint _3706 = min(uint(_3703), 39u); float3 _3712 = F_1_m0.lights[_3706].posR.xyz - i.wpos; float _3713 = length(_3712); if (F_1_m0.lights[_3706].col.w > 7.5f) { float _3725 = length(i.wpos.xz - F_1_m0.lights[_3706].posR.xz); float _3736 = (F_1_m0.lights[_3706].posR.w * max(F_1_m0.lights[_3706].posR.y - i.wpos.y, 0.0f)) / F_1_m0.lights[_3706].posR.y; float _3744 = smoothstep(_3736 * 1.019999980926513671875f, _3736 * 0.839999973773956298828125f, _3725) * (0.699999988079071044921875f + (0.300000011920928955078125f * smoothstep(_3736 * 0.800000011920928955078125f, 0.0f, _3725))); float3 _3748 = normalize(F_1_m0.lights[_3706].posR.xyz - i.wpos); float _3751 = max(dot(N, _3748), 0.0f); light += (((F_1_m0.lights[_3706].col.xyz * _3744) * (0.3499999940395355224609375f + (0.64999997615814208984375f * _3751))) * 1.7000000476837158203125f); float _3765 = max(dot(N, normalize(_3748 + _1477)), 0.0f); float _3769 = ((_3765 * _3765) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * _3744) * min(_3590 / ((3.141590118408203125f * _3769) * _3769), 40.0f)) * _3751) * _3597) * 0.800000011920928955078125f); int _3958 = k; k = _3958 + 1; continue; } if (_1427) { _1430 = F_1_m0.lights[_3706].posR.y > 0.25f; } else { _1430 = false; } if (_1430) { float2 _3804 = F_1_m0.camPos.xyz.xz + ((F_1_m0.lights[_3706].posR.xz - F_1_m0.camPos.xyz.xz) * (F_1_m0.camPos.xyz.y / (F_1_m0.camPos.xyz.y + F_1_m0.lights[_3706].posR.y))); float2 _3806 = F_1_m0.camPos.xyz.xz - _3804; float _3808 = max(length(_3806), 0.001000000047497451305389404296875f); float2 _3810 = _3806 / float2(_3808, _3808); float2 _3812 = i.wpos.xz - _3804; float _3813 = dot(_3812, _3810); float _3815 = 1.5f + (F_1_m0.lights[_3706].posR.y * 2.099999904632568359375f); if (_3813 > (-1.0f)) { _1432 = _3813 < _3815; } else { _1432 = false; } if (_1432) { float _3832 = dot(_3812, float2(-_3810.y, _3810.x)) + ((_3658 * 0.070000000298023223876953125f) * reflW); float _3841 = ((0.100000001490116119384765625f + (F_1_m0.lights[_3706].posR.y * 0.0350000001490116119384765625f)) * reflW) * (1.0f + ((0.60000002384185791015625f * max(_3813, 0.0f)) / _3815)); float _3872 = max(1.0f, max(F_1_m0.lights[_3706].col.x, max(F_1_m0.lights[_3706].col.y, F_1_m0.lights[_3706].col.z)) * 0.5f); refl += ((((((F_1_m0.lights[_3706].col.xyz / float3(_3872, _3872, _3872)) * exp((-(_3832 * _3832)) / (_3841 * _3841))) * (smoothstep(-1.0f, -0.20000000298023223876953125f, _3813) * (1.0f - smoothstep(_3815 * 0.25f, _3815, _3813)))) * (0.60000002384185791015625f + (0.4000000059604644775390625f * sin(((_3813 * 7.0f) - (F_1_m0.camPos.w * 3.0f)) + (i.wpos.x * 3.0f))))) * min(1.0f, 3.0f / (1.0f + ((0.039999999105930328369140625f * F_1_m0.lights[_3706].posR.y) * F_1_m0.lights[_3706].posR.y)))) / float3(reflW, reflW, reflW)); } } if (_3713 > F_1_m0.lights[_3706].posR.w) { int _3958 = k; k = _3958 + 1; continue; } float _3892 = max(_3713, 0.001000000047497451305389404296875f); float3 _3894 = _3712 / float3(_3892, _3892, _3892); float _3898 = clamp(1.0f - pow(_3713 / F_1_m0.lights[_3706].posR.w, 4.0f), 0.0f, 1.0f); float _3903 = (_3898 * _3898) / (1.0f + ((_3713 * _3713) * 0.300000011920928955078125f)); float _3906 = max(dot(N, _3894), 0.0f); if (F_1_m0.lights[_3706].col.w > 0.5f) { _1434 = F_1_m0.lights[_3706].col.w < 1.5f; } else { _1434 = false; } if (!_1434) { _1436 = F_1_m0.lights[_3706].col.w > 1.5f; } else { _1436 = true; } light += (((F_1_m0.lights[_3706].col.xyz * _3903) * (_1434 ? (0.699999988079071044921875f + (0.300000011920928955078125f * _3906)) : _3906)) * (_1436 ? 3.599999904632568359375f : 2.400000095367431640625f)); float _3940 = max(dot(N, normalize(_3894 + _1477)), 0.0f); float _3944 = ((_3940 * _3940) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * min(_3590 / ((3.141590118408203125f * _3944) * _3944), 40.0f)) * _3903) * _3906) * _3597) * 2.0f); int _3958 = k; k = _3958 + 1; continue; } if (!(_1461 == 6)) { _1438 = _1461 == 17; } else { _1438 = true; } if (!_1438) { _1440 = _1461 == 19; } else { _1440 = true; } if (!_1440) { _1442 = _1461 == 20; } else { _1442 = true; } if (_1442) { float3 _3983 = reflect(-_1477, N); if (!(_1461 == 17)) { _1444 = _1461 == 20; } else { _1444 = true; } float _3994 = _1444 ? 0.0900000035762786865234375f : 0.0599999986588954925537109375f; float _4018 = smoothstep(0.60000002384185791015625f, 0.07999999821186065673828125f, _3983.y); spec += (((((lerp(F_1_m0.ambient.xyz * 0.89999997615814208984375f, ((F_1_m0.fog.xyz * 1.2000000476837158203125f) + ((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.119999997317790985107421875f)) * 1.7999999523162841796875f, float3(_4018, _4018, _4018)) * smoothstep(-0.3499999940395355224609375f, 0.0f, _3983.y)) * (_3994 + ((1.0f - _3994) * pow(1.0f - max(dot(N, _1477), 0.0f), 5.0f)))) * lerp(0.550000011920928955078125f, 1.0f, sky)) * ao) * envK); if (_1461 == 19) { _1446 = i.uv.y < 19.5f; } else { _1446 = false; } if (_1446) { spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * pow(max(dot(N, normalize(_3510 + _1477)), 0.0f), 220.0f)) * _3513) * _3515) * 0.89999997615814208984375f); } } col_1 = (((albedo * light) + emissive) + (spec * specK)) + ((refl * reflK) * 0.800000011920928955078125f); col_1 += (((albedo * float3(1.0f, 0.89999997615814208984375f, 0.75f)) * F_1_m0.params.z) * 0.449999988079071044921875f); float _4120 = clamp((1.0f - exp((-F_1_m0.fog.w) * max(length(F_1_m0.camPos.xyz - i.wpos) - 22.0f, 0.0f))) + ((((smoothstep(1.39999997615814208984375f, 0.0f, i.wpos.y) * 0.25f) * ((F_1_m0.misc.w > 0.9900000095367431640625f) ? 0.0f : 1.0f)) * (0.60000002384185791015625f + (0.4000000059604644775390625f * _noise((i.wpos.xz * 0.1500000059604644775390625f) + float2(F_1_m0.camPos.w * 0.0500000007450580596923828125f, 0.0f))))) * 0.5f), 0.0f, 0.920000016689300537109375f); col_1 = lerp(col_1, F_1_m0.fog.xyz, float3(_4120, _4120, _4120)); o.color = float4(col_1, 1.0f); if (i.wpos.y < 0.300000011920928955078125f) { _1453 = N.y > 0.699999988079071044921875f; } else { _1453 = false; } o.nd = float4(normalize(i.vnz.xyz), _1453 ? (-i.vnz.w) : i.vnz.w); return o; } void frag_main() { VOut _4229 = { gl_FragCoord, wpos, nrm, col, uv, vnz, lp }; if (nearCut(_4229)) { discard; } FOut _4264 = shadeAll(_4229); color = _4264.color; nd = _4264.nd; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; wpos = stage_input.wpos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vnz = stage_input.vnz; lp = stage_input.lp; frag_main(); SPIRV_Cross_Output stage_output; stage_output.color = color; stage_output.nd = nd; return stage_output; } fs_colormainƒGstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float4 _1323[5] = { float4(-2.2999999523162841796875f, 2.3399999141693115234375f, -1.37999999523162841796875f, 1.36000001430511474609375f), float4(-1.9500000476837158203125f, 1.940000057220458984375f, -1.2000000476837158203125f, 1.17999994754791259765625f), float4(-2.349999904632568359375f, 2.400000095367431640625f, -1.4500000476837158203125f, 1.5f), float4(-2.349999904632568359375f, 2.38000011444091796875f, -1.5f, 1.5499999523162841796875f), float4(-2.2999999523162841796875f, 2.3199999332427978515625f, -1.37999999523162841796875f, 1.39999997615814208984375f) }; static const float4 _1337[5] = { float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.08000004291534423828125f, 0.930000007152557373046875f), float4(-0.699999988079071044921875f, 0.449999988079071044921875f, 0.449999988079071044921875f, 0.930000007152557373046875f), float4(-0.939999997615814208984375f, -0.0199999995529651641845703125f, 0.300000011920928955078125f, 1.059999942779541015625f), float4(-1.37999999523162841796875f, -0.4000000059604644775390625f, 0.949999988079071044921875f, 1.34000003337860107421875f), float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.2999999523162841796875f, 1.019999980926513671875f) }; static const FOut _1452 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f) }; static const float _4152[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; cbuffer O : register(b1) { Obj O_1_m0 : packoffset(c0); }; Texture2D tSun : register(t0); SamplerComparisonState sSun : register(s1); Texture2D tScreen : register(t1); SamplerState sScreen : register(s0); Texture2D tSign : register(t2); Texture2D tBoard : register(t3); static float4 gl_FragCoord; static float3 wpos; static float3 nrm; static float4 col; static float2 uv; static float4 vnz; static float4 lp; static float4 _4247; struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _4247 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float hash21(float2 p) { float2 q = float2(0.0f, 0.0f); q = frac(p * float2(123.339996337890625f, 456.209991455078125f)); float _877 = dot(q, q + float2(45.31999969482421875f, 45.31999969482421875f)); q += float2(_877, _877); return frac(q.x * q.y); } float _noise(float2 p) { float2 _893 = floor(p); float2 _894 = frac(p); float2 _898 = (_894 * _894) * (float2(3.0f, 3.0f) - (_894 * 2.0f)); return lerp(lerp(hash21(_893), hash21(_893 + float2(1.0f, 0.0f)), _898.x), lerp(hash21(_893 + float2(0.0f, 1.0f)), hash21(_893 + float2(1.0f, 1.0f)), _898.x), _898.y); } float fbm(float2 p) { return ((_noise(p) * 0.550000011920928955078125f) + (_noise((p * 2.13000011444091796875f) + float2(3.099999904632568359375f, 3.099999904632568359375f)) * 0.300000011920928955078125f)) + (_noise((p * 4.69999980926513671875f) + float2(7.69999980926513671875f, 7.69999980926513671875f)) * 0.1500000059604644775390625f); } int naga_div(int lhs, int rhs) { return lhs / (((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs); } int naga_mod(int lhs, int rhs) { int _73 = ((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs; return lhs - ((lhs / _73) * _73); } float wideAt(float z) { float _108 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _111 = int(clamp(floor(_108), -2147483648.0f, 2147483520.0f)); return lerp(F_1_m0.wwide[min(uint(naga_div(_111, 4)), 17u)][min(uint(naga_mod(_111, 4)), 3u)], F_1_m0.wwide[min(uint(naga_div(_111 + 1, 4)), 17u)][min(uint(naga_mod(_111 + 1, 4)), 3u)], _108 - float(_111)); } float aaBand(float x, float a, float b, float w) { float _1119 = max(w, 9.9999997473787516355514526367188e-05f); return smoothstep(a - _1119, a + _1119, x) * (1.0f - smoothstep(b - _1119, b + _1119, x)); } float4 room(float2 o, float3 dir, float w, float h, float depth) { float surf = 0.0f; float shade = 1.0f; float2 uv_1 = float2(0.0f, 0.0f); float _957 = ((dir.x >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.x; float _962 = ((dir.y >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.y; float _970 = (_957 > 0.0f) ? ((w - o.x) / _957) : ((0.0f - o.x) / _957); float _978 = (_962 > 0.0f) ? ((h - o.y) / _962) : ((0.0f - o.y) / _962); float _983 = min(_970, min(_978, depth / max(dir.z, 0.001000000047497451305389404296875f))); float3 _989 = float3(o + (dir.xy * _983), dir.z * _983); uv_1 = float2(_989.x / w, _989.y / h); if (_983 == _970) { surf = 1.0f; shade = 0.62000000476837158203125f; uv_1 = float2(_989.z / depth, _989.y / h); } else { if (_983 == _978) { surf = (_962 < 0.0f) ? 2.0f : 3.0f; shade = (_962 < 0.0f) ? 0.4199999868869781494140625f : 0.949999988079071044921875f; uv_1 = float2(_989.x / w, _989.z / depth); } } shade *= lerp(1.0f, 0.550000011920928955078125f, clamp(_989.z / depth, 0.0f, 1.0f)); return float4(shade, uv_1, surf); } float4 graffiti(float u, float v, float seed) { float3 col_1 = float3(1.0f, 0.180000007152557373046875f, 0.550000011920928955078125f); float _1054 = floor(u / 3.2000000476837158203125f); float _1062 = (step(hash21(float2(_1054, seed + 5.0f)), 0.449999988079071044921875f) * step(v, 2.5f)) * step(0.25f, v); float _1070 = fbm(float2(u * 1.10000002384185791015625f, v * 2.2000000476837158203125f) + float2(seed * 3.099999904632568359375f, _1054 * 7.0f)); float _1072 = smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070) * _1062; float _1076 = (smoothstep(0.550000011920928955078125f, 0.579999983310699462890625f, _1070) - smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070)) * _1062; float _1079 = hash21(float2(_1054 + 2.0f, seed)); if (_1079 > 0.3300000131130218505859375f) { col_1 = float3(0.1500000059604644775390625f, 0.800000011920928955078125f, 1.0f); } if (_1079 > 0.699999988079071044921875f) { col_1 = float3(1.0f, 0.819999992847442626953125f, 0.20000000298023223876953125f); } float _1087 = step(_1076, _1072); return float4(lerp(float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f), col_1, float3(_1087, _1087, _1087)), clamp(_1072 + _1076, 0.0f, 1.0f) * 0.85000002384185791015625f); } float sunShadow(float3 P, float3 N, float ndl) { int j = -1; bool _393 = false; float lit = 0.0f; bool _391 = false; bool _395 = false; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); if (F_1_m0.sunCol.w < 0.5f) { return 1.0f; } float4 _416 = mul(float4(P + (N * 0.0599999986588954925537109375f), 1.0f), F_1_m0.sunVP); float2 _423 = float2((_416.x * 0.5f) + 0.5f, 0.5f - (_416.y * 0.5f)); if (!(_423.x <= 0.0f)) { _391 = _423.x >= 1.0f; } else { _391 = true; } if (!_391) { _393 = _423.y <= 0.0f; } else { _393 = true; } if (!_393) { _395 = _423.y >= 1.0f; } else { _395 = true; } if (_395) { return 1.0f; } uint _449_dummy_parameter; float _459 = clamp(F_1_m0.misc.y * 0.60000002384185791015625f, 0.75f, 2.0f) * 0.699999988079071044921875f; float2 _461 = float2(_459, _459) / float2(spvTextureSize(tSun, 0u, _449_dummy_parameter)); float _463 = _416.z - (0.00120000005699694156646728515625f + (0.0030000000260770320892333984375f * (1.0f - ndl))); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(j <= 1)) { break; } int i = -1; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(i <= 1)) { break; } lit += (float((2 - abs(i)) * (2 - abs(j))) * tSun.SampleCmpLevelZero(sSun, _423 + (float2(float(i), float(j)) * _461), _463)); i++; continue; } j++; continue; } return lit / 16.0f; } FOut shadeAll(VOut i) { float3 col_1 = float3(0.0f, 0.0f, 0.0f); bool _1442 = false; bool _1436 = false; bool _1430 = false; float3 refl = float3(0.0f, 0.0f, 0.0f); float sky = 1.0f; bool _1417 = false; float u = 0.0f; float rc = 0.0f; float win = 0.0f; float pLit = 0.86000001430511474609375f; float x1 = 0.7799999713897705078125f; float rc_1 = 0.0f; float gapWet = 0.0f; float reflK = 0.0f; float wet = 0.0f; float3 albedo = float3(0.0f, 0.0f, 0.0f); FOut o = _1452; bool _1444 = false; bool _1438 = false; bool _1432 = false; bool _1427 = false; float3 light = float3(0.0f, 0.0f, 0.0f); float frame = 0.0f; float v = 0.0f; bool _1403 = false; float door = 0.0f; float pBoard = 0.9700000286102294921875f; float y0 = 0.25f; float cw = 2.2999999523162841796875f; bool _1383 = false; float reflW = 1.0f; float gloss = 0.0f; float3 N = float3(0.0f, 0.0f, 0.0f); bool _1453 = false; bool _1446 = false; bool _1440 = false; bool _1434 = false; int k = 0; float3 spec = float3(0.0f, 0.0f, 0.0f); float ao = 1.0f; float seam = 0.0f; float su = 0.0f; bool _1405 = false; float3 wc = float3(0.0350000001490116119384765625f, 0.04500000178813934326171875f, 0.070000000298023223876953125f); float vb = 3.599999904632568359375f; float y1 = 0.819999992847442626953125f; float x0 = 0.2199999988079071044921875f; bool _1385 = false; float specK = 1.0f; float envK = 1.0f; float3 emissive = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); int _1461 = int(clamp(round(i.col.w * 10.0f), -2147483648.0f, 2147483520.0f)); albedo = i.col.xyz * O_1_m0.tint.xyz; N = normalize(i.nrm); float3 _1477 = normalize(F_1_m0.camPos.xyz - i.wpos); float2 _1479 = ddx(i.uv); float2 _1481 = ddy(i.uv); float2 _1485 = min(abs(_1479) + abs(_1481), float2(0.5f, 0.5f)); float3 _1486 = fwidth(i.wpos); float3 _1487 = min(_1486, float3(0.5f, 0.5f, 0.5f)); float3 _1490 = fwidth(i.lp.xyz); float3 _1491 = min(_1490, float3(0.5f, 0.5f, 0.5f)); if (_1461 == 1) { float _1498 = round(i.uv.x); albedo *= (0.819999992847442626953125f + (0.300000011920928955078125f * fbm(i.wpos.xz * 1.7000000476837158203125f))); if (_1498 == 1.0f) { float _1512 = floor(i.wpos.z / 0.300000011920928955078125f); float2 _1523 = float2((i.wpos.x / (0.4199999868869781494140625f + (0.100000001490116119384765625f * hash21(float2(_1512, 3.0f))))) + (_1512 * 0.37000000476837158203125f), i.wpos.z / 0.300000011920928955078125f); float2 _1525 = frac(_1523) - float2(0.5f, 0.5f); float _1536 = max(abs(_1525.x), abs(_1525.y)) + (_noise(i.wpos.xz * 6.0f) * 0.07999999821186065673828125f); float _1537 = smoothstep(0.4199999868869781494140625f, 0.5f, _1536); albedo = (albedo * (0.819999992847442626953125f + (0.36000001430511474609375f * hash21(floor(_1523))))) * (1.0f - (0.449999988079071044921875f * _1537)); N = normalize(N + ((float3(_1525.x, 0.0f, _1525.y) * 0.449999988079071044921875f) * smoothstep(0.25f, 0.4799999892711639404296875f, _1536))); gapWet = _1537; } else { if (_1498 == 2.0f) { float2 _1561 = frac(i.wpos.xz / float2(3.0f, 3.0f)) - float2(0.5f, 0.5f); float _1567 = smoothstep(0.48199999332427978515625f, 0.4970000088214874267578125f, max(abs(_1561.x), abs(_1561.y))); albedo = (albedo * (0.819999992847442626953125f + (0.300000011920928955078125f * hash21(floor(i.wpos.xz / float2(3.0f, 3.0f)))))) * (1.0f - (0.60000002384185791015625f * _1567)); albedo *= (1.0f - (0.449999988079071044921875f * smoothstep(0.60000002384185791015625f, 0.7200000286102294921875f, fbm((i.wpos.xz * 0.60000002384185791015625f) + float2(3.2999999523162841796875f, 3.2999999523162841796875f))))); gapWet = _1567; } } albedo *= (1.0f - (0.5f * ((smoothstep(0.0350000001490116119384765625f, 0.0f, abs(_noise(i.wpos.xz * 0.89999997615814208984375f) - 0.5f)) * smoothstep(0.4000000059604644775390625f, 0.699999988079071044921875f, _noise((i.wpos.xz * 0.20999999344348907470703125f) + float2(9.0f, 9.0f)))) * ((_1498 == 1.0f) ? 0.0f : 1.0f)))); float _1611 = abs(i.wpos.x) - wideAt(i.wpos.z); albedo *= lerp(1.0f, 0.62000000476837158203125f, smoothstep(4.55000019073486328125f, 5.0f, _1611) * step(_1611, 5.05000019073486328125f)); float _1640 = ((((step(0.5f, frac(i.wpos.z / 6.0f)) * smoothstep(0.12999999523162841796875f, 0.100000001490116119384765625f, abs(i.wpos.x))) + smoothstep(0.100000001490116119384765625f, 0.070000000298023223876953125f, abs(_1611 - 4.55000019073486328125f))) * smoothstep(0.25f, 0.60000002384185791015625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(1.7000000476837158203125f, 1.7000000476837158203125f)))) * 0.85000002384185791015625f) * ((_1498 == 1.0f) ? 0.0f : 1.0f); albedo = lerp(albedo, float3(0.7799999713897705078125f, 0.660000026226043701171875f, 0.319999992847442626953125f), float3(_1640, _1640, _1640)); float _1647 = smoothstep(0.519999980926513671875f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.23000000417232513427734375f) + float2(5.099999904632568359375f, 0.0f))); wet = lerp(0.3499999940395355224609375f, 1.0f, max(_1647, gapWet * 0.800000011920928955078125f)) * F_1_m0.params.x; albedo *= lerp(1.0f, 0.449999988079071044921875f, _1647); reflK = lerp(0.3499999940395355224609375f, 1.0f, _1647) * F_1_m0.params.x; reflW = lerp(1.7000000476837158203125f, 0.60000002384185791015625f, _1647); N = normalize(N + ((float3(sin(((i.wpos.x * 7.0f) + (F_1_m0.camPos.w * 1.2999999523162841796875f)) + (sin(i.wpos.z * 5.30000019073486328125f) * 1.5f)) * sin(((i.wpos.z * 6.099999904632568359375f) - (F_1_m0.camPos.w * 0.89999997615814208984375f)) + (sin(i.wpos.x * 4.099999904632568359375f) * 1.2000000476837158203125f)), 0.0f, sin(((i.wpos.z * 7.69999980926513671875f) - (F_1_m0.camPos.w * 1.10000002384185791015625f)) + (sin(i.wpos.x * 4.69999980926513671875f) * 1.39999997615814208984375f)) * sin(((i.wpos.x * 5.900000095367431640625f) + (F_1_m0.camPos.w * 0.800000011920928955078125f)) + (sin(i.wpos.z * 3.7000000476837158203125f) * 1.10000002384185791015625f))) * 0.0350000001490116119384765625f) * _1647)); gloss = 1.0f; } else { if (_1461 == 2) { float2 _1720 = abs(frac(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)) - float2(0.5f, 0.5f)); float _1724 = max(_1487.x, _1487.z) / 1.60000002384185791015625f; albedo = (albedo * (0.85000002384185791015625f + (0.25f * hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)))))) * (1.0f - (0.449999988079071044921875f * (smoothstep(0.48199999332427978515625f - _1724, 0.48199999332427978515625f + _1724, max(_1720.x, _1720.y)) * clamp(1.0f - (_1724 * 25.0f), 0.0f, 1.0f)))); albedo *= lerp(1.0f, 0.5f, smoothstep(7.30000019073486328125f, 8.19999980926513671875f, abs(i.wpos.x) - wideAt(i.wpos.z))); wet = 0.25f * F_1_m0.params.x; gloss = 0.5f; reflK = 0.20000000298023223876953125f * F_1_m0.params.x; reflW = 2.0f; } else { if (_1461 == 3) { float _1768 = floor(i.uv.x / 1000.0f); float _1772 = i.uv.x - (_1768 * 1000.0f); albedo *= F_1_m0.misc.w; float _1786 = (O_1_m0.offset.w + (i.col.x * 31.0f)) + (_1768 * 7.0f); albedo *= (0.86000001430511474609375f + (0.20000000298023223876953125f * fbm(float2(_1772 * 0.800000011920928955078125f, i.uv.y * 2.5f)))); float _1797 = max(_1485.x, _1485.y); float _1799 = hash21(float2(_1786, 7.69999980926513671875f)); if (_1768 != 0.0f) { float _1805 = clamp(1.0f - (_1797 / 0.070000000298023223876953125f), 0.0f, 1.0f); if (_1799 < 0.5f) { float _1811 = floor(i.uv.y / 0.300000011920928955078125f); float _1818 = (_1772 / 0.660000026226043701171875f) + (0.5f * (_1811 - (2.0f * floor(_1811 * 0.5f)))); float2 _1824 = float2(frac(_1818), frac(i.uv.y / 0.300000011920928955078125f)); float _1853 = max(1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.x, 1.0f - _1824.x) * 0.660000026226043701171875f), 1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.y, 1.0f - _1824.y) * 0.300000011920928955078125f)) * 0.75f; albedo = lerp(albedo, lerp(albedo * (0.839999973773956298828125f + (0.300000011920928955078125f * hash21(float2(floor(_1818), _1811) + float2(_1786, 1.0f)))), (albedo * 0.550000011920928955078125f) + float3(0.2199999988079071044921875f, 0.20999999344348907470703125f, 0.20000000298023223876953125f), float3(_1853, _1853, _1853)), float3(_1805, _1805, _1805)); } else { if (_1799 < 0.819999992847442626953125f) { float _1862 = frac(i.uv.y / 0.23999999463558197021484375f); albedo *= lerp(1.0f, lerp(0.7200000286102294921875f, 1.0f, smoothstep(0.0f, 0.3499999940395355224609375f, _1862)) * (1.0f + (0.119999997317790985107421875f * aaBand(_1862, 0.89999997615814208984375f, 1.0f, _1485.y / 0.23999999463558197021484375f))), _1805); } } } albedo *= (1.0f - (0.25f * (smoothstep(0.920000016689300537109375f, 0.9700000286102294921875f, frac((i.uv.y - 3.599999904632568359375f) / 3.099999904632568359375f)) * step(3.599999904632568359375f, i.uv.y)))); if (i.uv.y < 3.599999904632568359375f) { _1383 = _1768 != 2.0f; } else { _1383 = false; } if (_1383) { _1385 = _1768 != 5.0f; } else { _1385 = false; } if (_1385) { float _1899 = floor(_1772 / 4.19999980926513671875f); float _1901 = frac(_1772 / 4.19999980926513671875f); float _1903 = _1485.x / 4.19999980926513671875f; float _1907 = aaBand(_1901, 0.07999999821186065673828125f, 0.920000016689300537109375f, _1903) * aaBand(i.uv.y, 0.5f, 2.900000095367431640625f, _1485.y); float _1909 = 1.0f - aaBand(_1901, 0.039999999105930328369140625f, 0.959999978542327880859375f, _1903); float _1914 = (_1768 == 4.0f) ? step(0.449999988079071044921875f, hash21(float2(_1899, _1786))) : 0.0f; albedo = lerp(albedo, float3(0.100000001490116119384765625f, 0.12999999523162841796875f, 0.17000000178813934326171875f), float3(_1907, _1907, _1907)); albedo = lerp(albedo, albedo * 0.60000002384185791015625f, float3(_1909, _1909, _1909)); float _1934 = step(0.75f, hash21(float2(_1899 + 7.0f, _1786))); float4 _1948 = room(float2(_1901 * 4.19999980926513671875f, i.uv.y), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), 4.19999980926513671875f, 3.400000095367431640625f, 4.0f); rc_1 = _1948.x; if (_1948.w == 0.0f) { rc_1 = (rc_1 * (0.699999988079071044921875f + (0.300000011920928955078125f * step(0.5f, frac(_1948.z * 7.0f))))) * (1.0f - (0.5f * step(_1948.y * 4.19999980926513671875f, 0.4000000059604644775390625f))); } if (_1948.w == 3.0f) { rc_1 += ((step(0.449999988079071044921875f, _1948.y) * step(_1948.y, 0.550000011920928955078125f)) * 1.5f); } emissive += ((((lerp(float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f), float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f), float3(_1934, _1934, _1934)) * (_1907 * (step((_1768 == 4.0f) ? 0.85000002384185791015625f : 0.60000002384185791015625f, hash21(float2(_1899 + 3.0f, _1786))) * (1.0f - _1914)))) * 1.4500000476837158203125f) * 1.0f) * rc_1); float _1996 = _1907 * _1914; albedo = lerp(albedo, float3(0.36000001430511474609375f, 0.2700000107288360595703125f, 0.17000000178813934326171875f) * (0.800000011920928955078125f + (0.300000011920928955078125f * _noise(float2(_1772 * 3.0f, i.uv.y * 9.0f)))), float3(_1996, _1996, _1996)); albedo *= (1.0f - ((0.3499999940395355224609375f * smoothstep(3.0f, 3.2999999523162841796875f, i.uv.y)) * step(i.uv.y, 3.599999904632568359375f))); gloss = (_1907 * 0.699999988079071044921875f) * (1.0f - _1914); } else { if (_1768 == 0.0f) { cw = 1.5499999523162841796875f; x0 = 0.100000001490116119384765625f; x1 = 0.89999997615814208984375f; y0 = 0.180000007152557373046875f; y1 = 0.86000001430511474609375f; pLit = 0.7200000286102294921875f; } if (_1768 == 2.0f) { cw = 2.0f; x0 = 0.300000011920928955078125f; x1 = 0.699999988079071044921875f; y0 = 0.119999997317790985107421875f; y1 = 0.86000001430511474609375f; pLit = 0.800000011920928955078125f; vb = 0.60000002384185791015625f; } if (_1768 == 4.0f) { pLit = 0.949999988079071044921875f; pBoard = 0.5f; } if (_1768 == 5.0f) { cw = 3.2000000476837158203125f; x0 = 0.100000001490116119384765625f; x1 = 0.4199999868869781494140625f; y0 = 0.0500000007450580596923828125f; y1 = 0.7200000286102294921875f; pLit = 0.550000011920928955078125f; vb = 0.0f; } float _2022 = (_1768 == 5.0f) ? 2.9500000476837158203125f : 3.099999904632568359375f; float _2025 = floor(_1772 / cw); float _2029 = floor((i.uv.y - vb) / _2022); float _2032 = frac(_1772 / cw); float _2036 = frac((i.uv.y - vb) / _2022); float _2039 = _1485.x / cw; float _2041 = _1485.y / _2022; float _2048 = smoothstep(vb - _1485.y, vb + _1485.y, i.uv.y); win = (aaBand(_2032, x0, x1, _2039) * aaBand(_2036, y0, y1, _2041)) * _2048; float _2069 = win; float _2071 = max(((aaBand(_2032, x0 - 0.0500000007450580596923828125f, x1 + 0.0500000007450580596923828125f, _2039) * aaBand(_2036, y0 - 0.0500000007450580596923828125f, y1 + 0.039999999105930328369140625f, _2041)) * _2048) - _2069, 0.0f); if (_1768 == 0.0f) { win *= (1.0f - aaBand(_2032, 0.4699999988079071044921875f, 0.5299999713897705078125f, _2039)); } if (_1768 == 5.0f) { door = (((step(0.519999980926513671875f, _2032) * step(_2032, 0.7799999713897705078125f)) * step(0.0f, _2036)) * step(_2036, 0.800000011920928955078125f)) * step(vb, i.uv.y); } float _2110 = hash21(float2(_2025 + (_1786 * 3.0f), _2029 + _1786)); if (_2110 > pBoard) { wc = float3(0.3300000131130218505859375f, 0.23999999463558197021484375f, 0.1500000059604644775390625f); } else { if (_2110 > pLit) { float4 _2135 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); rc = _2135.x; float _2140 = hash21(float2(_2025 + 9.0f, _2029 + _1786)); if (_2135.w == 0.0f) { rc *= (1.0f - (((0.75f * step(_2135.z, 0.319999992847442626953125f)) * step(_2140 * 0.5f, _2135.y)) * step(_2135.y, 0.5f + (_2140 * 0.4000000059604644775390625f)))); rc *= (1.0f - ((((0.4000000059604644775390625f * step(0.550000011920928955078125f, _2135.z)) * step(_2135.z, 0.75f)) * step(0.3499999940395355224609375f, _2135.y)) * step(_2135.y, 0.60000002384185791015625f))); } bool _2180 = _2110 > (pLit + ((1.0f - pLit) * 0.75f)); float3 _2199 = (float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f) * 1.2999999523162841796875f) * (0.920000016689300537109375f + (0.07999999821186065673828125f * sin((F_1_m0.camPos.w * 0.699999988079071044921875f) + (_2110 * 40.0f)))); float3 _2200 = float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f) * (0.60000002384185791015625f + ((0.4000000059604644775390625f * sin((F_1_m0.camPos.w * 9.0f) + (_2110 * 90.0f))) * sin((F_1_m0.camPos.w * 3.099999904632568359375f) + (_2110 * 13.0f)))); bool3 _2203 = bool3(_2180, _2180, _2180); float3 _2201 = float3(_2203.x ? _2200.x : _2199.x, _2203.y ? _2200.y : _2199.y, _2203.z ? _2200.z : _2199.z); emissive += ((_2201 * win) * lerp(rc, 0.550000011920928955078125f, (step(0.60000002384185791015625f, _2140) * ((smoothstep(0.319999992847442626953125f, 0.300000011920928955078125f, abs(_2032 - 0.5f)) * 0.0f) + (1.0f - smoothstep(0.0f, 0.1599999964237213134765625f, min(_2032 - x0, x1 - _2032))))) * 0.800000011920928955078125f)); wc = _2201 * 0.1500000059604644775390625f; } else { float4 _2241 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); float _2245 = smoothstep(0.550000011920928955078125f, 0.949999988079071044921875f, _2036 + (_2241.x * 0.20000000298023223876953125f)); float _2256 = ((0.550000011920928955078125f * F_1_m0.misc.x) * 0.0f) + 0.5f; wc = lerp(float3(0.02999999932944774627685546875f, 0.039999999105930328369140625f, 0.0599999986588954925537109375f) * (0.60000002384185791015625f + (0.800000011920928955078125f * _2241.x)), lerp(float3(0.2199999988079071044921875f, 0.300000011920928955078125f, 0.4199999868869781494140625f), float3(0.949999988079071044921875f, 0.7200000286102294921875f, 0.5f), float3(_2245, _2245, _2245)), float3(_2256, _2256, _2256)); } } albedo = lerp(albedo, (wc * 0.5f) * ((1.0f - (0.550000011920928955078125f * smoothstep(y1 - 0.2199999988079071044921875f, y1, _2036))) * (1.0f - (0.300000011920928955078125f * smoothstep(x0 + 0.119999997317790985107421875f, x0, _2032)))), float3(win, win, win)); albedo = lerp(albedo, albedo * 1.39999997615814208984375f, float3(_2071, _2071, _2071)); float _2285 = (((aaBand(_2032, x0 - 0.0599999986588954925537109375f, x1 + 0.0599999986588954925537109375f, _2039) * aaBand(_2036, y0 - 0.085000000894069671630859375f, y0 - 0.0500000007450580596923828125f, _2041)) * _2048) * step(_1768, 4.5f)) * 0.85000002384185791015625f; albedo = lerp(albedo, float3(0.7400000095367431640625f, 0.699999988079071044921875f, 0.62000000476837158203125f), float3(_2285, _2285, _2285)); albedo = lerp(albedo, float3(0.07999999821186065673828125f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f), float3(door, door, door)); if (_1768 == 5.0f) { emissive += ((float3(1.0f, 0.75f, 0.3499999940395355224609375f) * ((door * step(0.680000007152557373046875f, _2036)) * step(_2036, 0.7599999904632568359375f))) * 1.2000000476837158203125f); } gloss = win * 0.75f; } if (!(_1768 == 4.0f)) { _1403 = _1768 == 1.0f; } else { _1403 = true; } if (!_1403) { _1405 = _1768 == 3.0f; } else { _1405 = true; } if (_1405) { float4 _2321 = graffiti(_1772, i.uv.y, _1786); albedo = lerp(albedo, _2321.xyz * 0.550000011920928955078125f, float3(_2321.www)); } albedo *= lerp(0.550000011920928955078125f, 1.0f, smoothstep(0.0f, 4.0f, i.uv.y)); albedo = ((albedo * (0.86000001430511474609375f + (0.2800000011920928955078125f * fbm(float2(_1772 * 0.12999999523162841796875f, i.uv.y * 0.20999999344348907470703125f) + float2(_1786 * 1.2999999523162841796875f, 4.0f))))) * (1.0f - (smoothstep(0.60000002384185791015625f, 0.87999999523162841796875f, fbm(float2((_1772 * 1.10000002384185791015625f) + (_1786 * 3.0f), i.uv.y * 0.10999999940395355224609375f))) * (0.119999997317790985107421875f + (0.119999997317790985107421875f * smoothstep(3.0f, 9.0f, i.uv.y)))))) * (1.0f + (((0.14000000059604644775390625f * _noise((i.wpos.xz * 3.2999999523162841796875f) + float2(i.wpos.y * 3.099999904632568359375f, 0.0f))) - 0.070000000298023223876953125f) * clamp(1.0f - (_1797 * 8.0f), 0.0f, 1.0f))); } else { if (_1461 == 7) { float _2385 = smoothstep(0.07999999821186065673828125f, 0.4000000059604644775390625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(2.2999999523162841796875f, 2.2999999523162841796875f))) * (0.800000011920928955078125f + (0.20000000298023223876953125f * _noise(i.wpos.xz * 14.0f))); albedo = lerp(float3(0.070000000298023223876953125f, 0.070000000298023223876953125f, 0.0900000035762786865234375f), albedo, float3(_2385, _2385, _2385)); wet = 0.5f * F_1_m0.params.x; gloss = 0.89999997615814208984375f; } else { if (_1461 == 9) { float _2404 = frac(F_1_m0.camPos.w * 1.60000002384185791015625f); float _2412 = frac((F_1_m0.camPos.w * 1.60000002384185791015625f) + 0.5f); emissive = albedo * (0.25f + (7.0f * (((step(0.4000000059604644775390625f, i.col.y) * step(i.col.z, 0.20000000298023223876953125f)) > 0.5f) ? step(frac(F_1_m0.camPos.w * 0.89999997615814208984375f), 0.5f) : ((step(i.col.z, i.col.x) > 0.5f) ? (step(_2404, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2404) * step(_2404, 0.319999992847442626953125f))) : (step(_2412, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2412) * step(_2412, 0.319999992847442626953125f))))))); albedo *= 0.300000011920928955078125f; } else { if (_1461 == 10) { u = i.uv.x; v = i.uv.y; if (abs(_1479.x) >= abs(_1479.y)) { u = i.uv.x * ((_1479.x < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.y * ((_1481.y > 0.0f) ? (-1.0f) : 1.0f); } else { u = i.uv.y * ((_1479.y < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.x * ((_1481.x > 0.0f) ? (-1.0f) : 1.0f); } float _2478 = floor(u / 0.300000011920928955078125f); float _2481 = floor(v / 0.449999988079071044921875f); float _2484 = frac(u / 0.300000011920928955078125f); float _2487 = frac(v / 0.449999988079071044921875f); float _2497 = hash21(float2(_2478 + 3.0f, _2481 + 1.7000000476837158203125f)); float _2501 = hash21(float2(_2478 + 9.0f, _2481 + 4.099999904632568359375f)); emissive = albedo * (0.3499999940395355224609375f + ((3.599999904632568359375f * ((step(0.2199999988079071044921875f, hash21(float2(_2478, _2481 + O_1_m0.offset.w))) * (((step(0.180000007152557373046875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.180000007152557373046875f, _2487)) * step(_2487, 0.819999992847442626953125f))) * clamp(((((step(0.180000007152557373046875f, _2484) * step(_2484, 0.180000007152557373046875f + 0.12999999523162841796875f)) + ((step(0.819999992847442626953125f - 0.12999999523162841796875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.3499999940395355224609375f, _2497))) + ((step(0.819999992847442626953125f - (0.12999999523162841796875f * 0.800000011920928955078125f), _2487) * step(_2487, 0.819999992847442626953125f)) * step(0.300000011920928955078125f, _2501))) + ((step(0.4600000083446502685546875f, _2487) * step(_2487, 0.4600000083446502685546875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(_2501, 0.699999988079071044921875f))) + ((step(0.180000007152557373046875f, _2487) * step(_2487, 0.180000007152557373046875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(0.550000011920928955078125f, _2497)), 0.0f, 1.0f))) * (1.0f - step(0.930000007152557373046875f, hash21(float2(_2478 + 11.0f, _2481 + O_1_m0.offset.w)))))); albedo *= 0.1500000059604644775390625f; } else { if (_1461 == 11) { float _2574 = 0.7200000286102294921875f + (0.2800000011920928955078125f * (0.5f + (0.5f * sin((i.uv.x * 6.283100128173828125f) / 0.319999992847442626953125f)))); float _2588 = smoothstep(0.550000011920928955078125f, 0.800000011920928955078125f, fbm(float2(i.uv.x * 1.2999999523162841796875f, (i.uv.y * 0.25f) + 3.0f))) * 0.60000002384185791015625f; albedo = lerp(albedo * _2574, float3(0.3499999940395355224609375f, 0.1599999964237213134765625f, 0.07999999821186065673828125f) * _2574, float3(_2588, _2588, _2588)); float4 _2598 = graffiti(i.uv.x, i.uv.y, O_1_m0.offset.w + 3.0f); albedo = lerp(albedo, (_2598.xyz * 0.550000011920928955078125f) * _2574, float3(_2598.www)); gloss = 0.3499999940395355224609375f; } else { if (_1461 == 12) { float _2616 = fbm((i.wpos.xz * 3.2000000476837158203125f) + float2(i.wpos.y * 2.0f, 0.0f)); if (i.wpos.y > 2.2000000476837158203125f) { N = normalize(((N * 0.89999997615814208984375f) + float3(0.0f, 0.1500000059604644775390625f, 0.0f)) + (float3(_noise((i.wpos.xz * 2.2000000476837158203125f) + float2(i.wpos.y * 1.7000000476837158203125f, 0.0f)) - 0.5f, 0.0f, _noise((i.wpos.zx * 2.400000095367431640625f) - float2(i.wpos.y * 1.5f, 0.0f)) - 0.5f) * 0.2199999988079071044921875f)); albedo = ((albedo * lerp(0.89999997615814208984375f, 1.059999942779541015625f, smoothstep(0.4000000059604644775390625f, 0.60000002384185791015625f, _noise((i.wpos.xz * 3.400000095367431640625f) + float2(i.wpos.y * 2.599999904632568359375f, i.wpos.y * 1.2999999523162841796875f))))) * (0.85000002384185791015625f + (0.300000011920928955078125f * smoothstep(0.300000011920928955078125f, 0.699999988079071044921875f, _2616)))) * float3(1.0f, 1.03999996185302734375f, 0.920000016689300537109375f); } else { albedo *= (0.550000011920928955078125f + (0.699999988079071044921875f * smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, _2616))); } } else { if (_1461 == 13) { float3 _2672 = albedo; float _2681 = floor(hash21((_2672.xy * 97.0f) + float2(_2672.z * 13.0f, 0.0f)) * 4.0f); float _2684 = fbm(i.wpos.xz * 2.400000095367431640625f); float _2689 = smoothstep(0.62000000476837158203125f, 0.699999988079071044921875f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))); if (_2681 < 1.0f) { albedo = lerp(_2672, float3(0.60000002384185791015625f, 0.579999983310699462890625f, 0.540000021457672119140625f) * F_1_m0.misc.w, float3(0.64999997615814208984375f, 0.64999997615814208984375f, 0.64999997615814208984375f)); albedo = (albedo * (0.699999988079071044921875f + (0.4000000059604644775390625f * _2684))) * (1.0f - (0.3499999940395355224609375f * smoothstep(0.02999999932944774627685546875f, 0.0f, abs(frac(i.wpos.x / 3.0f) - 0.5f) - 0.4799999892711639404296875f))); } else { if (_2681 < 2.0f) { float _2722 = step(0.7200000286102294921875f, hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 2.2999999523162841796875f)) + float2(5.0f, 1.0f))); albedo = (lerp(float3(0.20000000298023223876953125f, 0.20000000298023223876953125f, 0.2199999988079071044921875f), float3(0.319999992847442626953125f, 0.310000002384185791015625f, 0.300000011920928955078125f), float3(_2722, _2722, _2722)) * F_1_m0.misc.w) * (0.85000002384185791015625f + (0.300000011920928955078125f * _2684)); albedo *= (1.0f - (0.300000011920928955078125f * smoothstep(0.02500000037252902984619140625f, 0.0f, abs(frac(i.wpos.z / 0.949999988079071044921875f) - 0.5f) - 0.4699999988079071044921875f))); } else { if (_2681 < 3.0f) { albedo = ((float3(0.800000011920928955078125f, 0.800000011920928955078125f, 0.7799999713897705078125f) * F_1_m0.misc.w) * (1.0f - (0.119999997317790985107421875f * smoothstep(0.0199999995529651641845703125f, 0.0f, abs(frac(i.wpos.x / 1.7999999523162841796875f) - 0.5f) - 0.48500001430511474609375f)))) * (1.0f - (0.300000011920928955078125f * smoothstep(0.449999988079071044921875f, 0.800000011920928955078125f, fbm((i.wpos.xz * float2(0.60000002384185791015625f, 2.2000000476837158203125f)) + float2(4.0f, 4.0f))))); float _2776 = smoothstep(0.550000011920928955078125f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))) * 0.5f; albedo = lerp(albedo, float3(0.4199999868869781494140625f, 0.36000001430511474609375f, 0.2800000011920928955078125f) * F_1_m0.misc.w, float3(_2776, _2776, _2776)); } else { albedo = (clamp(_2672 * 1.25f, float3(0.0f, 0.0f, 0.0f), float3(0.85000002384185791015625f, 0.85000002384185791015625f, 0.85000002384185791015625f)) * (0.85000002384185791015625f + (0.25f * _2684))) * (1.0f + (0.3499999940395355224609375f * smoothstep(0.0599999986588954925537109375f, 0.0f, abs(frac(i.wpos.x / 0.5f) - 0.5f) - 0.439999997615814208984375f))); gloss = 0.449999988079071044921875f; } } } wet = (_2689 * 0.800000011920928955078125f) * F_1_m0.params.x; gloss = max(gloss, _2689); } else { if (_1461 == 4) { emissive = albedo * 4.0f; } else { if (_1461 == 5) { emissive = ((float3(0.100000001490116119384765625f, 0.800000011920928955078125f, 1.0f) * (1.2000000476837158203125f + (fbm((i.wpos.xz * 3.0f) + float2(F_1_m0.camPos.w * 0.4000000059604644775390625f, (-F_1_m0.camPos.w) * 0.300000011920928955078125f)) * 1.39999997615814208984375f))) * (0.75f + (0.25f * sin(((F_1_m0.camPos.w * 3.0f) + (i.wpos.x * 2.0f)) + i.wpos.z)))) * (1.0f + F_1_m0.params.y); albedo = float3(0.039999999105930328369140625f, 0.449999988079071044921875f, 0.64999997615814208984375f); } else { if (_1461 == 0) { albedo *= (0.89999997615814208984375f + (0.20000000298023223876953125f * fbm((i.wpos.xz * 1.89999997615814208984375f) + float2(i.wpos.y * 1.2999999523162841796875f, i.wpos.y)))); } else { if (_1461 == 6) { gloss = 0.800000011920928955078125f; albedo *= (0.85000002384185791015625f + (0.1500000059604644775390625f * fbm((i.wpos.xz * 3.0f) + float2(i.wpos.yy)))); } else { if (_1461 == 14) { float2 _2870 = clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); float2 _2876 = frac(_2870 * float2(220.0f, 110.0f)); emissive = (((pow(tScreen.SampleLevel(sScreen, _2870, 0.0f).xyz, float3(1.7000000476837158203125f, 1.7000000476837158203125f, 1.7000000476837158203125f)) * (0.5f + (0.800000011920928955078125f * (((smoothstep(0.0f, 0.180000007152557373046875f, _2876.x) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.x)) * smoothstep(0.0f, 0.180000007152557373046875f, _2876.y)) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.y))))) * 3.2000000476837158203125f) * (((smoothstep(0.0f, 0.039999999105930328369140625f, _2870.x) * smoothstep(1.0f, 0.959999978542327880859375f, _2870.x)) * smoothstep(0.0f, 0.0599999986588954925537109375f, _2870.y)) * smoothstep(1.0f, 0.939999997615814208984375f, _2870.y))) * (0.959999978542327880859375f + (0.039999999105930328369140625f * sin((F_1_m0.camPos.w * 50.0f) + (_2870.y * 30.0f)))); albedo = float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f); gloss = 1.0f; } else { if (_1461 == 18) { float3 _2921 = tBoard.SampleLevel(sScreen, clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz; albedo = (_2921 * 0.89999997615814208984375f) + float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f); emissive = pow(_2921, float3(1.2999999523162841796875f, 1.2999999523162841796875f, 1.2999999523162841796875f)) * 5.0f; gloss = 0.550000011920928955078125f; } else { if (_1461 == 15) { float _2931 = length(i.uv); float _2940 = fbm((i.uv * 2.599999904632568359375f) + float2(O_1_m0.offset.w * 1.7000000476837158203125f, O_1_m0.offset.w)); float _2942 = 0.62000000476837158203125f + (0.4199999868869781494140625f * _2940); if (_2931 > _2942) { discard; } float _2977 = pow(smoothstep(_2942, _2942 * 0.1500000059604644775390625f, _2931), 0.800000011920928955078125f) * (0.75f + (0.25f * fbm(float2(atan2(i.uv.y, i.uv.x) * 3.0f, _2931 * 4.0f) + float2(O_1_m0.offset.w, O_1_m0.offset.w)))); albedo = lerp(float3(0.189999997615814208984375f, 0.180000007152557373046875f, 0.17000000178813934326171875f), float3(0.014999999664723873138427734375f, 0.0130000002682209014892578125f, 0.01200000010430812835693359375f), float3(_2977, _2977, _2977)) * (1.0f - ((((1.0f - smoothstep(0.0f, 0.0500000007450580596923828125f, abs(sin(((atan2(i.uv.y, i.uv.x) * 5.0f) + (_2940 * 7.0f)) + O_1_m0.offset.w)) * (0.3499999940395355224609375f + _2931))) * 0.85000002384185791015625f) * O_1_m0.tint.x) * smoothstep(0.100000001490116119384765625f, 0.4000000059604644775390625f, _2931))); gloss = 0.0f; wet = 0.0f; } else { if (_1461 == 16) { su = i.uv.x; if (dot(N, _1477) < 0.0f) { su = (((2.0f * floor(su * 2.0f)) * 0.5f) + 0.498046875f) - su; } emissive = (pow(tSign.SampleLevel(sScreen, clamp(float2(su, i.uv.y), float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz, float3(1.5f, 1.5f, 1.5f)) * 3.400000095367431640625f) * (0.3499999940395355224609375f + (0.64999997615814208984375f * F_1_m0.misc.x)); albedo = float3(0.02999999932944774627685546875f, 0.02999999932944774627685546875f, 0.0350000001490116119384765625f); gloss = 0.800000011920928955078125f; } else { if (_1461 == 17) { albedo = float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f); gloss = 1.0f; wet = 0.699999988079071044921875f; float _3035 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = 0.550000011920928955078125f + (1.89999997615814208984375f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3035) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3035))); } else { if (_1461 == 19) { int _3051 = int(clamp(round(i.uv.x), -2147483648.0f, 2147483520.0f)); bool _3054 = i.uv.y > 9.5f; bool _3057 = i.uv.y > 19.5f; float _3062 = i.uv.y - (_3057 ? 20.0f : (_3054 ? 10.0f : 0.0f)); uint _3067 = min(uint(min(max(_3051, 0), 4)), 4u); uint _3072 = min(uint(min(max(_3051, 0), 4)), 4u); bool _3078 = abs(i.lp.w) > 0.449999988079071044921875f; bool _3079 = _3062 > 4.5f; float _3081 = abs(i.lp.xyz.x); if (_3078) { float _3090 = step(0.36000001430511474609375f, i.lp.xyz.y) * step(i.lp.xyz.y, _1337[_3072].w - 0.0199999995529651641845703125f); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].x - 0.0240000002086162567138671875f, _1337[_3072].x + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].y - 0.0240000002086162567138671875f, _1337[_3072].y + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, ((aaBand(i.lp.xyz.z, _1337[_3072].z - 0.0240000002086162567138671875f, _1337[_3072].z + 0.0240000002086162567138671875f, _1491.z) * _3090) * step(abs(_1337[_3072].z - _1337[_3072].y), 2.0f)) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))); seam = max(seam, (aaBand(i.lp.xyz.y, _1337[_3072].w - 0.1599999964237213134765625f, _1337[_3072].w - 0.100000001490116119384765625f, _1491.y) * (aaBand(i.lp.xyz.z, _1337[_3072].y - 0.319999992847442626953125f, _1337[_3072].y - 0.119999997317790985107421875f, _1491.z) + (aaBand(i.lp.xyz.z, _1337[_3072].z - 0.319999992847442626953125f, _1337[_3072].z - 0.119999997317790985107421875f, _1491.z) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))))) * 0.800000011920928955078125f); } if (_3079) { _1417 = _3062 < 7.5f; } else { _1417 = false; } if (_1417) { seam = max(seam, aaBand(_3081, 0.660000026226043701171875f - 0.0240000002086162567138671875f, 0.660000026226043701171875f + 0.0240000002086162567138671875f, _1491.x) * (step(_1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z) * step(i.lp.xyz.z, _1337[_3072].x - 0.07999999821186065673828125f))); seam = max(seam, aaBand(i.lp.xyz.z, (_1323[_3067].x + 0.20000000298023223876953125f) - 0.0240000002086162567138671875f, (_1323[_3067].x + 0.20000000298023223876953125f) + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.660000026226043701171875f)); if (_3051 == 0) { seam = max(seam, aaBand(_3081, 0.680000007152557373046875f - 0.0240000002086162567138671875f, 0.680000007152557373046875f + 0.0240000002086162567138671875f, _1491.x) * (step(1.41999995708465576171875f, i.lp.xyz.z) * step(i.lp.xyz.z, _1323[_3067].y - 0.119999997317790985107421875f))); seam = max(seam, aaBand(i.lp.xyz.z, 1.41999995708465576171875f - 0.0240000002086162567138671875f, 1.41999995708465576171875f + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.680000007152557373046875f)); } } if (_3062 > 7.5f) { seam = max(seam, aaBand(_3081, 0.5299999713897705078125f, 0.60000002384185791015625f, _1491.x) * 0.800000011920928955078125f); } albedo *= (1.0f - (0.930000007152557373046875f * seam)); envK *= (1.0f - (0.89999997615814208984375f * seam)); specK = 1.0f - (0.89999997615814208984375f * seam); if (_3078) { float _3264 = min(length(float2(i.lp.xyz.z - _1323[_3067].z, i.lp.xyz.y - 0.3499999940395355224609375f)), length(float2(i.lp.xyz.z - _1323[_3067].w, i.lp.xyz.y - 0.3499999940395355224609375f))); albedo = (albedo * (1.0f - (0.5f * smoothstep(0.7799999713897705078125f, 0.4600000083446502685546875f, _3264)))) * (1.0f - (0.5f * aaBand(_3264, 0.4600000083446502685546875f, 0.5f, _1491.z + _1491.y))); } float _3292 = (smoothstep(0.7799999713897705078125f, 0.319999992847442626953125f, i.lp.xyz.y) * (0.449999988079071044921875f + (0.550000011920928955078125f * _noise(float2(i.lp.xyz.z * 3.099999904632568359375f, (i.lp.xyz.y * 9.0f) + (i.lp.xyz.x * 2.0f)))))) * (_3054 ? 0.60000002384185791015625f : 0.37999999523162841796875f); albedo = lerp(albedo, (albedo * 0.550000011920928955078125f) + float3(0.0500000007450580596923828125f, 0.04500000178813934326171875f, 0.0350000001490116119384765625f), float3(_3292, _3292, _3292)); if (_3079) { albedo *= (0.939999997615814208984375f + (0.07999999821186065673828125f * _noise(i.lp.xyz.xz * float2(6.0f, 2.5f)))); } float _3314 = (aaBand(_3081, 0.4000000059604644775390625f, 0.7799999713897705078125f, _1491.x) * step(0.5f, i.lp.xyz.y)) * (_3057 ? 0.0f : 1.0f); float _3322 = _3314 * (1.0f - smoothstep(_1323[_3067].x + 0.1599999964237213134765625f, _1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z)); float _3329 = _3314 * smoothstep(_1323[_3067].y - 0.20000000298023223876953125f, _1323[_3067].y - 0.1599999964237213134765625f, i.lp.xyz.z); if ((_3322 + _3329) > 0.0f) { float _3336 = 1.0f - aaBand(_3081, 0.430000007152557373046875f, 0.75f, _1491.x); albedo = lerp(albedo, lerp(float3(0.7799999713897705078125f, 0.800000011920928955078125f, 0.819999992847442626953125f), float3(0.949999988079071044921875f, 0.949999988079071044921875f, 0.949999988079071044921875f), float3(_3336, _3336, _3336)), float3(_3322, _3322, _3322)); float _3345 = _3336 * 0.5f; albedo = lerp(albedo, lerp(float3(0.5f, 0.02500000037252902984619140625f, 0.0350000001490116119384765625f), float3(0.89999997615814208984375f, 0.5f, 0.20000000298023223876953125f) * step(0.62999999523162841796875f, _3081), float3(_3345, _3345, _3345)), float3(_3329, _3329, _3329)); emissive = (float3(1.0f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f) * _3329) * (_3054 ? 0.0f : 0.89999997615814208984375f); gloss = 1.0f; } if (_3057) { float _3363 = fbm((i.lp.xyz.xz * 2.2000000476837158203125f) + float2(i.lp.xyz.y * 3.0f, O_1_m0.offset.w)); float _3379 = smoothstep(0.449999988079071044921875f, 0.699999988079071044921875f, _3363) * 0.699999988079071044921875f; albedo = lerp(albedo, float3(0.20000000298023223876953125f, 0.0900000035762786865234375f, 0.039999999105930328369140625f) * (0.699999988079071044921875f + (0.60000002384185791015625f * _3363)), float3(_3379, _3379, _3379)); float _3383 = clamp(smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, fbm((i.lp.xyz.zy * float2(1.60000002384185791015625f, 3.0f)) + float2(7.0f, 7.0f))) + (smoothstep(-0.60000002384185791015625f, -1.60000002384185791015625f, i.lp.xyz.z) * 0.60000002384185791015625f), 0.0f, 1.0f) * 0.75f; albedo = lerp(albedo, float3(0.017999999225139617919921875f, 0.01600000075995922088623046875f, 0.014999999664723873138427734375f), float3(_3383, _3383, _3383)); } gloss = max(gloss, _3057 ? 0.0500000007450580596923828125f : (_3054 ? 0.3499999940395355224609375f : 0.819999992847442626953125f)); } else { if (_1461 == 20) { bool _3398 = abs(i.lp.w) > 0.449999988079071044921875f; float _3399 = _1485.x; float _3400 = _1485.y; float _3401 = _3398 ? 0.04500000178813934326171875f : 0.070000000298023223876953125f; frame = 1.0f - (aaBand(i.uv.x, _3401, 1.0f - _3401, _3399) * aaBand(i.uv.y, 0.070000000298023223876953125f, _3398 ? 0.89999997615814208984375f : 0.930000007152557373046875f, _3400)); if (_3398) { frame = max(frame, aaBand(i.uv.x, 0.4699999988079071044921875f, 0.5299999713897705078125f, _3399)); } albedo = lerp(float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f), albedo, float3(frame, frame, frame)); float _3429 = (aaBand(i.uv.y, 0.070000000298023223876953125f, 0.119999997317790985107421875f, _3400) * (1.0f - frame)) * 0.800000011920928955078125f; albedo = lerp(albedo, float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f), float3(_3429, _3429, _3429)); gloss = 1.0f; wet = 0.699999988079071044921875f * (1.0f - frame); albedo += (float3(0.0350000001490116119384765625f, 0.0350000001490116119384765625f, 0.039999999105930328369140625f) * (((1.0f - frame) * (1.0f - smoothstep(0.20000000298023223876953125f, 0.449999988079071044921875f, i.uv.y))) * (_3398 ? 0.0f : 1.0f))); float _3456 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = (lerp(0.60000002384185791015625f, 1.0f, frame) * lerp(0.699999988079071044921875f + (2.2000000476837158203125f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3456) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3456))), 1.0f, frame)) * lerp(0.800000011920928955078125f, 1.35000002384185791015625f, smoothstep(0.100000001490116119384765625f, 0.89999997615814208984375f, i.uv.y) * (1.0f - frame)); } else { if (_1461 == 8) { float _3485 = fbm(float2(i.wpos.x * 3.0f, (i.wpos.y * 2.0f) - (F_1_m0.camPos.w * 4.0f))); emissive = lerp(float3(1.0f, 0.25f, 0.0199999995529651641845703125f), float3(1.0f, 0.85000002384185791015625f, 0.300000011920928955078125f), float3(_3485, _3485, _3485)) * (3.0f + (3.0f * _3485)); } } } } } } } } } } } } } } } } } } } } } emissive *= F_1_m0.misc.x; float _3497 = dot(albedo, float3(0.300000011920928955078125f, 0.550000011920928955078125f, 0.1500000059604644775390625f)); albedo = lerp(albedo, float3(_3497, _3497, _3497), float3(F_1_m0.misc.z, F_1_m0.misc.z, F_1_m0.misc.z)); float _3506 = (N.y * 0.5f) + 0.5f; float3 _3510 = normalize(F_1_m0.moon.xyz); float _3513 = max(dot(N, _3510), 0.0f); float _3515 = sunShadow(i.wpos, N, _3513); float _3527 = length(F_1_m0.ambient.xyz) * 0.300000011920928955078125f; float3 _3530 = float3(0.5f, 0.4199999868869781494140625f, 0.3400000035762786865234375f) * (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.0900000035762786865234375f) + float3(_3527, _3527, _3527)); if (N.y < 0.5f) { ao = lerp(0.5f, 1.0f, smoothstep(0.0f, 1.7999999523162841796875f, i.wpos.y)); } if (N.y < 0.5f) { sky = lerp(0.319999992847442626953125f, 1.0f, smoothstep(0.0f, 16.0f, i.wpos.y)); } else { if (i.wpos.y < 0.4000000059604644775390625f) { sky = lerp(0.5f, 1.0f, smoothstep(8.19999980926513671875f, 3.5f, abs(i.wpos.x) - wideAt(i.wpos.z))); } } light = ((((F_1_m0.ambient.xyz * _3506) * sky) + (_3530 * (1.0f - _3506))) + (_3530 * 0.300000011920928955078125f)) * ao; light += (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * _3513) * _3515); float _3587 = lerp(0.699999988079071044921875f, 0.14000000059604644775390625f, clamp(wet + (gloss * 0.5f), 0.0f, 1.0f)); float _3590 = ((_3587 * _3587) * _3587) * _3587; float _3597 = 0.02999999932944774627685546875f + (0.449999988079071044921875f * clamp(wet + (gloss * 0.3499999940395355224609375f), 0.0f, 1.0f)); float _3604 = max(dot(N, normalize(_3510 + _1477)), 0.0f); float _3608 = ((_3604 * _3604) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * min(_3590 / ((3.141590118408203125f * _3608) * _3608), 40.0f)) * _3513) * _3515) * _3597); int _3628 = int(clamp(F_1_m0.ambient.w, -2147483648.0f, 2147483520.0f)); if (reflK > 0.00999999977648258209228515625f) { _1427 = N.y > 0.60000002384185791015625f; } else { _1427 = false; } float _3658 = (sin(((i.wpos.x * 9.0f) + (F_1_m0.camPos.w * 2.2999999523162841796875f)) + (sin(i.wpos.z * 3.099999904632568359375f) * 2.0f)) * 0.5f) + (sin((i.wpos.z * 11.0f) - (F_1_m0.camPos.w * 1.7000000476837158203125f)) * 0.5f); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 40)) { break; } if (k >= _3628) { break; } if (((uint(clamp((k >= 20) ? O_1_m0.lm.y : O_1_m0.lm.x, 0.0f, 4294967040.0f)) >> uint(naga_mod(k, 20))) & 1u) == 0u) { int _3958 = k; k = _3958 + 1; continue; } int _3703 = k; uint _3706 = min(uint(_3703), 39u); float3 _3712 = F_1_m0.lights[_3706].posR.xyz - i.wpos; float _3713 = length(_3712); if (F_1_m0.lights[_3706].col.w > 7.5f) { float _3725 = length(i.wpos.xz - F_1_m0.lights[_3706].posR.xz); float _3736 = (F_1_m0.lights[_3706].posR.w * max(F_1_m0.lights[_3706].posR.y - i.wpos.y, 0.0f)) / F_1_m0.lights[_3706].posR.y; float _3744 = smoothstep(_3736 * 1.019999980926513671875f, _3736 * 0.839999973773956298828125f, _3725) * (0.699999988079071044921875f + (0.300000011920928955078125f * smoothstep(_3736 * 0.800000011920928955078125f, 0.0f, _3725))); float3 _3748 = normalize(F_1_m0.lights[_3706].posR.xyz - i.wpos); float _3751 = max(dot(N, _3748), 0.0f); light += (((F_1_m0.lights[_3706].col.xyz * _3744) * (0.3499999940395355224609375f + (0.64999997615814208984375f * _3751))) * 1.7000000476837158203125f); float _3765 = max(dot(N, normalize(_3748 + _1477)), 0.0f); float _3769 = ((_3765 * _3765) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * _3744) * min(_3590 / ((3.141590118408203125f * _3769) * _3769), 40.0f)) * _3751) * _3597) * 0.800000011920928955078125f); int _3958 = k; k = _3958 + 1; continue; } if (_1427) { _1430 = F_1_m0.lights[_3706].posR.y > 0.25f; } else { _1430 = false; } if (_1430) { float2 _3804 = F_1_m0.camPos.xyz.xz + ((F_1_m0.lights[_3706].posR.xz - F_1_m0.camPos.xyz.xz) * (F_1_m0.camPos.xyz.y / (F_1_m0.camPos.xyz.y + F_1_m0.lights[_3706].posR.y))); float2 _3806 = F_1_m0.camPos.xyz.xz - _3804; float _3808 = max(length(_3806), 0.001000000047497451305389404296875f); float2 _3810 = _3806 / float2(_3808, _3808); float2 _3812 = i.wpos.xz - _3804; float _3813 = dot(_3812, _3810); float _3815 = 1.5f + (F_1_m0.lights[_3706].posR.y * 2.099999904632568359375f); if (_3813 > (-1.0f)) { _1432 = _3813 < _3815; } else { _1432 = false; } if (_1432) { float _3832 = dot(_3812, float2(-_3810.y, _3810.x)) + ((_3658 * 0.070000000298023223876953125f) * reflW); float _3841 = ((0.100000001490116119384765625f + (F_1_m0.lights[_3706].posR.y * 0.0350000001490116119384765625f)) * reflW) * (1.0f + ((0.60000002384185791015625f * max(_3813, 0.0f)) / _3815)); float _3872 = max(1.0f, max(F_1_m0.lights[_3706].col.x, max(F_1_m0.lights[_3706].col.y, F_1_m0.lights[_3706].col.z)) * 0.5f); refl += ((((((F_1_m0.lights[_3706].col.xyz / float3(_3872, _3872, _3872)) * exp((-(_3832 * _3832)) / (_3841 * _3841))) * (smoothstep(-1.0f, -0.20000000298023223876953125f, _3813) * (1.0f - smoothstep(_3815 * 0.25f, _3815, _3813)))) * (0.60000002384185791015625f + (0.4000000059604644775390625f * sin(((_3813 * 7.0f) - (F_1_m0.camPos.w * 3.0f)) + (i.wpos.x * 3.0f))))) * min(1.0f, 3.0f / (1.0f + ((0.039999999105930328369140625f * F_1_m0.lights[_3706].posR.y) * F_1_m0.lights[_3706].posR.y)))) / float3(reflW, reflW, reflW)); } } if (_3713 > F_1_m0.lights[_3706].posR.w) { int _3958 = k; k = _3958 + 1; continue; } float _3892 = max(_3713, 0.001000000047497451305389404296875f); float3 _3894 = _3712 / float3(_3892, _3892, _3892); float _3898 = clamp(1.0f - pow(_3713 / F_1_m0.lights[_3706].posR.w, 4.0f), 0.0f, 1.0f); float _3903 = (_3898 * _3898) / (1.0f + ((_3713 * _3713) * 0.300000011920928955078125f)); float _3906 = max(dot(N, _3894), 0.0f); if (F_1_m0.lights[_3706].col.w > 0.5f) { _1434 = F_1_m0.lights[_3706].col.w < 1.5f; } else { _1434 = false; } if (!_1434) { _1436 = F_1_m0.lights[_3706].col.w > 1.5f; } else { _1436 = true; } light += (((F_1_m0.lights[_3706].col.xyz * _3903) * (_1434 ? (0.699999988079071044921875f + (0.300000011920928955078125f * _3906)) : _3906)) * (_1436 ? 3.599999904632568359375f : 2.400000095367431640625f)); float _3940 = max(dot(N, normalize(_3894 + _1477)), 0.0f); float _3944 = ((_3940 * _3940) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * min(_3590 / ((3.141590118408203125f * _3944) * _3944), 40.0f)) * _3903) * _3906) * _3597) * 2.0f); int _3958 = k; k = _3958 + 1; continue; } if (!(_1461 == 6)) { _1438 = _1461 == 17; } else { _1438 = true; } if (!_1438) { _1440 = _1461 == 19; } else { _1440 = true; } if (!_1440) { _1442 = _1461 == 20; } else { _1442 = true; } if (_1442) { float3 _3983 = reflect(-_1477, N); if (!(_1461 == 17)) { _1444 = _1461 == 20; } else { _1444 = true; } float _3994 = _1444 ? 0.0900000035762786865234375f : 0.0599999986588954925537109375f; float _4018 = smoothstep(0.60000002384185791015625f, 0.07999999821186065673828125f, _3983.y); spec += (((((lerp(F_1_m0.ambient.xyz * 0.89999997615814208984375f, ((F_1_m0.fog.xyz * 1.2000000476837158203125f) + ((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.119999997317790985107421875f)) * 1.7999999523162841796875f, float3(_4018, _4018, _4018)) * smoothstep(-0.3499999940395355224609375f, 0.0f, _3983.y)) * (_3994 + ((1.0f - _3994) * pow(1.0f - max(dot(N, _1477), 0.0f), 5.0f)))) * lerp(0.550000011920928955078125f, 1.0f, sky)) * ao) * envK); if (_1461 == 19) { _1446 = i.uv.y < 19.5f; } else { _1446 = false; } if (_1446) { spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * pow(max(dot(N, normalize(_3510 + _1477)), 0.0f), 220.0f)) * _3513) * _3515) * 0.89999997615814208984375f); } } col_1 = (((albedo * light) + emissive) + (spec * specK)) + ((refl * reflK) * 0.800000011920928955078125f); col_1 += (((albedo * float3(1.0f, 0.89999997615814208984375f, 0.75f)) * F_1_m0.params.z) * 0.449999988079071044921875f); float _4120 = clamp((1.0f - exp((-F_1_m0.fog.w) * max(length(F_1_m0.camPos.xyz - i.wpos) - 22.0f, 0.0f))) + ((((smoothstep(1.39999997615814208984375f, 0.0f, i.wpos.y) * 0.25f) * ((F_1_m0.misc.w > 0.9900000095367431640625f) ? 0.0f : 1.0f)) * (0.60000002384185791015625f + (0.4000000059604644775390625f * _noise((i.wpos.xz * 0.1500000059604644775390625f) + float2(F_1_m0.camPos.w * 0.0500000007450580596923828125f, 0.0f))))) * 0.5f), 0.0f, 0.920000016689300537109375f); col_1 = lerp(col_1, F_1_m0.fog.xyz, float3(_4120, _4120, _4120)); o.color = float4(col_1, 1.0f); if (i.wpos.y < 0.300000011920928955078125f) { _1453 = N.y > 0.699999988079071044921875f; } else { _1453 = false; } o.nd = float4(normalize(i.vnz.xyz), _1453 ? (-i.vnz.w) : i.vnz.w); return o; } void frag_main() { VOut _4229 = { gl_FragCoord, wpos, nrm, col, uv, vnz, lp }; FOut _4260 = shadeAll(_4229); _4247 = _4260.color; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; wpos = stage_input.wpos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vnz = stage_input.vnz; lp = stage_input.lp; frag_main(); SPIRV_Cross_Output stage_output; stage_output._4247 = _4247; return stage_output; }  fs_color_cutmain&Jstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float4 _1323[5] = { float4(-2.2999999523162841796875f, 2.3399999141693115234375f, -1.37999999523162841796875f, 1.36000001430511474609375f), float4(-1.9500000476837158203125f, 1.940000057220458984375f, -1.2000000476837158203125f, 1.17999994754791259765625f), float4(-2.349999904632568359375f, 2.400000095367431640625f, -1.4500000476837158203125f, 1.5f), float4(-2.349999904632568359375f, 2.38000011444091796875f, -1.5f, 1.5499999523162841796875f), float4(-2.2999999523162841796875f, 2.3199999332427978515625f, -1.37999999523162841796875f, 1.39999997615814208984375f) }; static const float4 _1337[5] = { float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.08000004291534423828125f, 0.930000007152557373046875f), float4(-0.699999988079071044921875f, 0.449999988079071044921875f, 0.449999988079071044921875f, 0.930000007152557373046875f), float4(-0.939999997615814208984375f, -0.0199999995529651641845703125f, 0.300000011920928955078125f, 1.059999942779541015625f), float4(-1.37999999523162841796875f, -0.4000000059604644775390625f, 0.949999988079071044921875f, 1.34000003337860107421875f), float4(-0.86000001430511474609375f, 0.119999997317790985107421875f, 1.2999999523162841796875f, 1.019999980926513671875f) }; static const FOut _1452 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f) }; static const float _4152[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; cbuffer O : register(b1) { Obj O_1_m0 : packoffset(c0); }; Texture2D tSun : register(t0); SamplerComparisonState sSun : register(s1); Texture2D tScreen : register(t1); SamplerState sScreen : register(s0); Texture2D tSign : register(t2); Texture2D tBoard : register(t3); static float4 gl_FragCoord; static float3 wpos; static float3 nrm; static float4 col; static float2 uv; static float4 vnz; static float4 lp; static float4 _4247; struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _4247 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } bool nearCut(VOut i) { bool _4153 = false; float _4158 = abs(F_1_m0.wq.w); if (!(_4158 < 4.0f)) { _4153 = i.wpos.y < 0.800000011920928955078125f; } else { _4153 = true; } if (_4153) { return false; } float _4174 = smoothstep(_4158 * 0.5f, _4158 * 0.7200000286102294921875f, i.vnz.w); if (_4174 >= 1.0f) { return false; } uint2 _4188 = uint2(uint(clamp(i.clip.x, 0.0f, 4294967040.0f)) & 3u, uint(clamp(i.clip.y, 0.0f, 4294967040.0f)) & 3u); return (_4174 * 16.0f) < (_4152[min(((_4188.y * 4u) + _4188.x), 15u)] + 0.5f); } float hash21(float2 p) { float2 q = float2(0.0f, 0.0f); q = frac(p * float2(123.339996337890625f, 456.209991455078125f)); float _877 = dot(q, q + float2(45.31999969482421875f, 45.31999969482421875f)); q += float2(_877, _877); return frac(q.x * q.y); } float _noise(float2 p) { float2 _893 = floor(p); float2 _894 = frac(p); float2 _898 = (_894 * _894) * (float2(3.0f, 3.0f) - (_894 * 2.0f)); return lerp(lerp(hash21(_893), hash21(_893 + float2(1.0f, 0.0f)), _898.x), lerp(hash21(_893 + float2(0.0f, 1.0f)), hash21(_893 + float2(1.0f, 1.0f)), _898.x), _898.y); } float fbm(float2 p) { return ((_noise(p) * 0.550000011920928955078125f) + (_noise((p * 2.13000011444091796875f) + float2(3.099999904632568359375f, 3.099999904632568359375f)) * 0.300000011920928955078125f)) + (_noise((p * 4.69999980926513671875f) + float2(7.69999980926513671875f, 7.69999980926513671875f)) * 0.1500000059604644775390625f); } int naga_div(int lhs, int rhs) { return lhs / (((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs); } int naga_mod(int lhs, int rhs) { int _73 = ((rhs == 0) || ((lhs == int(0x80000000)) && (rhs == (-1)))) ? 1 : rhs; return lhs - ((lhs / _73) * _73); } float wideAt(float z) { float _108 = clamp((z - F_1_m0.wq.x) * F_1_m0.wq.y, 0.0f, float(int(clamp(F_1_m0.wq.z, -2147483648.0f, 2147483520.0f)) - 1) - 0.001000000047497451305389404296875f); int _111 = int(clamp(floor(_108), -2147483648.0f, 2147483520.0f)); return lerp(F_1_m0.wwide[min(uint(naga_div(_111, 4)), 17u)][min(uint(naga_mod(_111, 4)), 3u)], F_1_m0.wwide[min(uint(naga_div(_111 + 1, 4)), 17u)][min(uint(naga_mod(_111 + 1, 4)), 3u)], _108 - float(_111)); } float aaBand(float x, float a, float b, float w) { float _1119 = max(w, 9.9999997473787516355514526367188e-05f); return smoothstep(a - _1119, a + _1119, x) * (1.0f - smoothstep(b - _1119, b + _1119, x)); } float4 room(float2 o, float3 dir, float w, float h, float depth) { float surf = 0.0f; float shade = 1.0f; float2 uv_1 = float2(0.0f, 0.0f); float _957 = ((dir.x >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.x; float _962 = ((dir.y >= 0.0f) ? 9.9999997473787516355514526367188e-05f : (-9.9999997473787516355514526367188e-05f)) + dir.y; float _970 = (_957 > 0.0f) ? ((w - o.x) / _957) : ((0.0f - o.x) / _957); float _978 = (_962 > 0.0f) ? ((h - o.y) / _962) : ((0.0f - o.y) / _962); float _983 = min(_970, min(_978, depth / max(dir.z, 0.001000000047497451305389404296875f))); float3 _989 = float3(o + (dir.xy * _983), dir.z * _983); uv_1 = float2(_989.x / w, _989.y / h); if (_983 == _970) { surf = 1.0f; shade = 0.62000000476837158203125f; uv_1 = float2(_989.z / depth, _989.y / h); } else { if (_983 == _978) { surf = (_962 < 0.0f) ? 2.0f : 3.0f; shade = (_962 < 0.0f) ? 0.4199999868869781494140625f : 0.949999988079071044921875f; uv_1 = float2(_989.x / w, _989.z / depth); } } shade *= lerp(1.0f, 0.550000011920928955078125f, clamp(_989.z / depth, 0.0f, 1.0f)); return float4(shade, uv_1, surf); } float4 graffiti(float u, float v, float seed) { float3 col_1 = float3(1.0f, 0.180000007152557373046875f, 0.550000011920928955078125f); float _1054 = floor(u / 3.2000000476837158203125f); float _1062 = (step(hash21(float2(_1054, seed + 5.0f)), 0.449999988079071044921875f) * step(v, 2.5f)) * step(0.25f, v); float _1070 = fbm(float2(u * 1.10000002384185791015625f, v * 2.2000000476837158203125f) + float2(seed * 3.099999904632568359375f, _1054 * 7.0f)); float _1072 = smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070) * _1062; float _1076 = (smoothstep(0.550000011920928955078125f, 0.579999983310699462890625f, _1070) - smoothstep(0.60000002384185791015625f, 0.62999999523162841796875f, _1070)) * _1062; float _1079 = hash21(float2(_1054 + 2.0f, seed)); if (_1079 > 0.3300000131130218505859375f) { col_1 = float3(0.1500000059604644775390625f, 0.800000011920928955078125f, 1.0f); } if (_1079 > 0.699999988079071044921875f) { col_1 = float3(1.0f, 0.819999992847442626953125f, 0.20000000298023223876953125f); } float _1087 = step(_1076, _1072); return float4(lerp(float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f), col_1, float3(_1087, _1087, _1087)), clamp(_1072 + _1076, 0.0f, 1.0f) * 0.85000002384185791015625f); } float sunShadow(float3 P, float3 N, float ndl) { int j = -1; bool _393 = false; float lit = 0.0f; bool _391 = false; bool _395 = false; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); if (F_1_m0.sunCol.w < 0.5f) { return 1.0f; } float4 _416 = mul(float4(P + (N * 0.0599999986588954925537109375f), 1.0f), F_1_m0.sunVP); float2 _423 = float2((_416.x * 0.5f) + 0.5f, 0.5f - (_416.y * 0.5f)); if (!(_423.x <= 0.0f)) { _391 = _423.x >= 1.0f; } else { _391 = true; } if (!_391) { _393 = _423.y <= 0.0f; } else { _393 = true; } if (!_393) { _395 = _423.y >= 1.0f; } else { _395 = true; } if (_395) { return 1.0f; } uint _449_dummy_parameter; float _459 = clamp(F_1_m0.misc.y * 0.60000002384185791015625f, 0.75f, 2.0f) * 0.699999988079071044921875f; float2 _461 = float2(_459, _459) / float2(spvTextureSize(tSun, 0u, _449_dummy_parameter)); float _463 = _416.z - (0.00120000005699694156646728515625f + (0.0030000000260770320892333984375f * (1.0f - ndl))); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(j <= 1)) { break; } int i = -1; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(i <= 1)) { break; } lit += (float((2 - abs(i)) * (2 - abs(j))) * tSun.SampleCmpLevelZero(sSun, _423 + (float2(float(i), float(j)) * _461), _463)); i++; continue; } j++; continue; } return lit / 16.0f; } FOut shadeAll(VOut i) { float3 col_1 = float3(0.0f, 0.0f, 0.0f); bool _1442 = false; bool _1436 = false; bool _1430 = false; float3 refl = float3(0.0f, 0.0f, 0.0f); float sky = 1.0f; bool _1417 = false; float u = 0.0f; float rc = 0.0f; float win = 0.0f; float pLit = 0.86000001430511474609375f; float x1 = 0.7799999713897705078125f; float rc_1 = 0.0f; float gapWet = 0.0f; float reflK = 0.0f; float wet = 0.0f; float3 albedo = float3(0.0f, 0.0f, 0.0f); FOut o = _1452; bool _1444 = false; bool _1438 = false; bool _1432 = false; bool _1427 = false; float3 light = float3(0.0f, 0.0f, 0.0f); float frame = 0.0f; float v = 0.0f; bool _1403 = false; float door = 0.0f; float pBoard = 0.9700000286102294921875f; float y0 = 0.25f; float cw = 2.2999999523162841796875f; bool _1383 = false; float reflW = 1.0f; float gloss = 0.0f; float3 N = float3(0.0f, 0.0f, 0.0f); bool _1453 = false; bool _1446 = false; bool _1440 = false; bool _1434 = false; int k = 0; float3 spec = float3(0.0f, 0.0f, 0.0f); float ao = 1.0f; float seam = 0.0f; float su = 0.0f; bool _1405 = false; float3 wc = float3(0.0350000001490116119384765625f, 0.04500000178813934326171875f, 0.070000000298023223876953125f); float vb = 3.599999904632568359375f; float y1 = 0.819999992847442626953125f; float x0 = 0.2199999988079071044921875f; bool _1385 = false; float specK = 1.0f; float envK = 1.0f; float3 emissive = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); int _1461 = int(clamp(round(i.col.w * 10.0f), -2147483648.0f, 2147483520.0f)); albedo = i.col.xyz * O_1_m0.tint.xyz; N = normalize(i.nrm); float3 _1477 = normalize(F_1_m0.camPos.xyz - i.wpos); float2 _1479 = ddx(i.uv); float2 _1481 = ddy(i.uv); float2 _1485 = min(abs(_1479) + abs(_1481), float2(0.5f, 0.5f)); float3 _1486 = fwidth(i.wpos); float3 _1487 = min(_1486, float3(0.5f, 0.5f, 0.5f)); float3 _1490 = fwidth(i.lp.xyz); float3 _1491 = min(_1490, float3(0.5f, 0.5f, 0.5f)); if (_1461 == 1) { float _1498 = round(i.uv.x); albedo *= (0.819999992847442626953125f + (0.300000011920928955078125f * fbm(i.wpos.xz * 1.7000000476837158203125f))); if (_1498 == 1.0f) { float _1512 = floor(i.wpos.z / 0.300000011920928955078125f); float2 _1523 = float2((i.wpos.x / (0.4199999868869781494140625f + (0.100000001490116119384765625f * hash21(float2(_1512, 3.0f))))) + (_1512 * 0.37000000476837158203125f), i.wpos.z / 0.300000011920928955078125f); float2 _1525 = frac(_1523) - float2(0.5f, 0.5f); float _1536 = max(abs(_1525.x), abs(_1525.y)) + (_noise(i.wpos.xz * 6.0f) * 0.07999999821186065673828125f); float _1537 = smoothstep(0.4199999868869781494140625f, 0.5f, _1536); albedo = (albedo * (0.819999992847442626953125f + (0.36000001430511474609375f * hash21(floor(_1523))))) * (1.0f - (0.449999988079071044921875f * _1537)); N = normalize(N + ((float3(_1525.x, 0.0f, _1525.y) * 0.449999988079071044921875f) * smoothstep(0.25f, 0.4799999892711639404296875f, _1536))); gapWet = _1537; } else { if (_1498 == 2.0f) { float2 _1561 = frac(i.wpos.xz / float2(3.0f, 3.0f)) - float2(0.5f, 0.5f); float _1567 = smoothstep(0.48199999332427978515625f, 0.4970000088214874267578125f, max(abs(_1561.x), abs(_1561.y))); albedo = (albedo * (0.819999992847442626953125f + (0.300000011920928955078125f * hash21(floor(i.wpos.xz / float2(3.0f, 3.0f)))))) * (1.0f - (0.60000002384185791015625f * _1567)); albedo *= (1.0f - (0.449999988079071044921875f * smoothstep(0.60000002384185791015625f, 0.7200000286102294921875f, fbm((i.wpos.xz * 0.60000002384185791015625f) + float2(3.2999999523162841796875f, 3.2999999523162841796875f))))); gapWet = _1567; } } albedo *= (1.0f - (0.5f * ((smoothstep(0.0350000001490116119384765625f, 0.0f, abs(_noise(i.wpos.xz * 0.89999997615814208984375f) - 0.5f)) * smoothstep(0.4000000059604644775390625f, 0.699999988079071044921875f, _noise((i.wpos.xz * 0.20999999344348907470703125f) + float2(9.0f, 9.0f)))) * ((_1498 == 1.0f) ? 0.0f : 1.0f)))); float _1611 = abs(i.wpos.x) - wideAt(i.wpos.z); albedo *= lerp(1.0f, 0.62000000476837158203125f, smoothstep(4.55000019073486328125f, 5.0f, _1611) * step(_1611, 5.05000019073486328125f)); float _1640 = ((((step(0.5f, frac(i.wpos.z / 6.0f)) * smoothstep(0.12999999523162841796875f, 0.100000001490116119384765625f, abs(i.wpos.x))) + smoothstep(0.100000001490116119384765625f, 0.070000000298023223876953125f, abs(_1611 - 4.55000019073486328125f))) * smoothstep(0.25f, 0.60000002384185791015625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(1.7000000476837158203125f, 1.7000000476837158203125f)))) * 0.85000002384185791015625f) * ((_1498 == 1.0f) ? 0.0f : 1.0f); albedo = lerp(albedo, float3(0.7799999713897705078125f, 0.660000026226043701171875f, 0.319999992847442626953125f), float3(_1640, _1640, _1640)); float _1647 = smoothstep(0.519999980926513671875f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.23000000417232513427734375f) + float2(5.099999904632568359375f, 0.0f))); wet = lerp(0.3499999940395355224609375f, 1.0f, max(_1647, gapWet * 0.800000011920928955078125f)) * F_1_m0.params.x; albedo *= lerp(1.0f, 0.449999988079071044921875f, _1647); reflK = lerp(0.3499999940395355224609375f, 1.0f, _1647) * F_1_m0.params.x; reflW = lerp(1.7000000476837158203125f, 0.60000002384185791015625f, _1647); N = normalize(N + ((float3(sin(((i.wpos.x * 7.0f) + (F_1_m0.camPos.w * 1.2999999523162841796875f)) + (sin(i.wpos.z * 5.30000019073486328125f) * 1.5f)) * sin(((i.wpos.z * 6.099999904632568359375f) - (F_1_m0.camPos.w * 0.89999997615814208984375f)) + (sin(i.wpos.x * 4.099999904632568359375f) * 1.2000000476837158203125f)), 0.0f, sin(((i.wpos.z * 7.69999980926513671875f) - (F_1_m0.camPos.w * 1.10000002384185791015625f)) + (sin(i.wpos.x * 4.69999980926513671875f) * 1.39999997615814208984375f)) * sin(((i.wpos.x * 5.900000095367431640625f) + (F_1_m0.camPos.w * 0.800000011920928955078125f)) + (sin(i.wpos.z * 3.7000000476837158203125f) * 1.10000002384185791015625f))) * 0.0350000001490116119384765625f) * _1647)); gloss = 1.0f; } else { if (_1461 == 2) { float2 _1720 = abs(frac(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)) - float2(0.5f, 0.5f)); float _1724 = max(_1487.x, _1487.z) / 1.60000002384185791015625f; albedo = (albedo * (0.85000002384185791015625f + (0.25f * hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 1.60000002384185791015625f)))))) * (1.0f - (0.449999988079071044921875f * (smoothstep(0.48199999332427978515625f - _1724, 0.48199999332427978515625f + _1724, max(_1720.x, _1720.y)) * clamp(1.0f - (_1724 * 25.0f), 0.0f, 1.0f)))); albedo *= lerp(1.0f, 0.5f, smoothstep(7.30000019073486328125f, 8.19999980926513671875f, abs(i.wpos.x) - wideAt(i.wpos.z))); wet = 0.25f * F_1_m0.params.x; gloss = 0.5f; reflK = 0.20000000298023223876953125f * F_1_m0.params.x; reflW = 2.0f; } else { if (_1461 == 3) { float _1768 = floor(i.uv.x / 1000.0f); float _1772 = i.uv.x - (_1768 * 1000.0f); albedo *= F_1_m0.misc.w; float _1786 = (O_1_m0.offset.w + (i.col.x * 31.0f)) + (_1768 * 7.0f); albedo *= (0.86000001430511474609375f + (0.20000000298023223876953125f * fbm(float2(_1772 * 0.800000011920928955078125f, i.uv.y * 2.5f)))); float _1797 = max(_1485.x, _1485.y); float _1799 = hash21(float2(_1786, 7.69999980926513671875f)); if (_1768 != 0.0f) { float _1805 = clamp(1.0f - (_1797 / 0.070000000298023223876953125f), 0.0f, 1.0f); if (_1799 < 0.5f) { float _1811 = floor(i.uv.y / 0.300000011920928955078125f); float _1818 = (_1772 / 0.660000026226043701171875f) + (0.5f * (_1811 - (2.0f * floor(_1811 * 0.5f)))); float2 _1824 = float2(frac(_1818), frac(i.uv.y / 0.300000011920928955078125f)); float _1853 = max(1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.x, 1.0f - _1824.x) * 0.660000026226043701171875f), 1.0f - smoothstep(0.01200000010430812835693359375f, 0.01200000010430812835693359375f + _1797, min(_1824.y, 1.0f - _1824.y) * 0.300000011920928955078125f)) * 0.75f; albedo = lerp(albedo, lerp(albedo * (0.839999973773956298828125f + (0.300000011920928955078125f * hash21(float2(floor(_1818), _1811) + float2(_1786, 1.0f)))), (albedo * 0.550000011920928955078125f) + float3(0.2199999988079071044921875f, 0.20999999344348907470703125f, 0.20000000298023223876953125f), float3(_1853, _1853, _1853)), float3(_1805, _1805, _1805)); } else { if (_1799 < 0.819999992847442626953125f) { float _1862 = frac(i.uv.y / 0.23999999463558197021484375f); albedo *= lerp(1.0f, lerp(0.7200000286102294921875f, 1.0f, smoothstep(0.0f, 0.3499999940395355224609375f, _1862)) * (1.0f + (0.119999997317790985107421875f * aaBand(_1862, 0.89999997615814208984375f, 1.0f, _1485.y / 0.23999999463558197021484375f))), _1805); } } } albedo *= (1.0f - (0.25f * (smoothstep(0.920000016689300537109375f, 0.9700000286102294921875f, frac((i.uv.y - 3.599999904632568359375f) / 3.099999904632568359375f)) * step(3.599999904632568359375f, i.uv.y)))); if (i.uv.y < 3.599999904632568359375f) { _1383 = _1768 != 2.0f; } else { _1383 = false; } if (_1383) { _1385 = _1768 != 5.0f; } else { _1385 = false; } if (_1385) { float _1899 = floor(_1772 / 4.19999980926513671875f); float _1901 = frac(_1772 / 4.19999980926513671875f); float _1903 = _1485.x / 4.19999980926513671875f; float _1907 = aaBand(_1901, 0.07999999821186065673828125f, 0.920000016689300537109375f, _1903) * aaBand(i.uv.y, 0.5f, 2.900000095367431640625f, _1485.y); float _1909 = 1.0f - aaBand(_1901, 0.039999999105930328369140625f, 0.959999978542327880859375f, _1903); float _1914 = (_1768 == 4.0f) ? step(0.449999988079071044921875f, hash21(float2(_1899, _1786))) : 0.0f; albedo = lerp(albedo, float3(0.100000001490116119384765625f, 0.12999999523162841796875f, 0.17000000178813934326171875f), float3(_1907, _1907, _1907)); albedo = lerp(albedo, albedo * 0.60000002384185791015625f, float3(_1909, _1909, _1909)); float _1934 = step(0.75f, hash21(float2(_1899 + 7.0f, _1786))); float4 _1948 = room(float2(_1901 * 4.19999980926513671875f, i.uv.y), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), 4.19999980926513671875f, 3.400000095367431640625f, 4.0f); rc_1 = _1948.x; if (_1948.w == 0.0f) { rc_1 = (rc_1 * (0.699999988079071044921875f + (0.300000011920928955078125f * step(0.5f, frac(_1948.z * 7.0f))))) * (1.0f - (0.5f * step(_1948.y * 4.19999980926513671875f, 0.4000000059604644775390625f))); } if (_1948.w == 3.0f) { rc_1 += ((step(0.449999988079071044921875f, _1948.y) * step(_1948.y, 0.550000011920928955078125f)) * 1.5f); } emissive += ((((lerp(float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f), float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f), float3(_1934, _1934, _1934)) * (_1907 * (step((_1768 == 4.0f) ? 0.85000002384185791015625f : 0.60000002384185791015625f, hash21(float2(_1899 + 3.0f, _1786))) * (1.0f - _1914)))) * 1.4500000476837158203125f) * 1.0f) * rc_1); float _1996 = _1907 * _1914; albedo = lerp(albedo, float3(0.36000001430511474609375f, 0.2700000107288360595703125f, 0.17000000178813934326171875f) * (0.800000011920928955078125f + (0.300000011920928955078125f * _noise(float2(_1772 * 3.0f, i.uv.y * 9.0f)))), float3(_1996, _1996, _1996)); albedo *= (1.0f - ((0.3499999940395355224609375f * smoothstep(3.0f, 3.2999999523162841796875f, i.uv.y)) * step(i.uv.y, 3.599999904632568359375f))); gloss = (_1907 * 0.699999988079071044921875f) * (1.0f - _1914); } else { if (_1768 == 0.0f) { cw = 1.5499999523162841796875f; x0 = 0.100000001490116119384765625f; x1 = 0.89999997615814208984375f; y0 = 0.180000007152557373046875f; y1 = 0.86000001430511474609375f; pLit = 0.7200000286102294921875f; } if (_1768 == 2.0f) { cw = 2.0f; x0 = 0.300000011920928955078125f; x1 = 0.699999988079071044921875f; y0 = 0.119999997317790985107421875f; y1 = 0.86000001430511474609375f; pLit = 0.800000011920928955078125f; vb = 0.60000002384185791015625f; } if (_1768 == 4.0f) { pLit = 0.949999988079071044921875f; pBoard = 0.5f; } if (_1768 == 5.0f) { cw = 3.2000000476837158203125f; x0 = 0.100000001490116119384765625f; x1 = 0.4199999868869781494140625f; y0 = 0.0500000007450580596923828125f; y1 = 0.7200000286102294921875f; pLit = 0.550000011920928955078125f; vb = 0.0f; } float _2022 = (_1768 == 5.0f) ? 2.9500000476837158203125f : 3.099999904632568359375f; float _2025 = floor(_1772 / cw); float _2029 = floor((i.uv.y - vb) / _2022); float _2032 = frac(_1772 / cw); float _2036 = frac((i.uv.y - vb) / _2022); float _2039 = _1485.x / cw; float _2041 = _1485.y / _2022; float _2048 = smoothstep(vb - _1485.y, vb + _1485.y, i.uv.y); win = (aaBand(_2032, x0, x1, _2039) * aaBand(_2036, y0, y1, _2041)) * _2048; float _2069 = win; float _2071 = max(((aaBand(_2032, x0 - 0.0500000007450580596923828125f, x1 + 0.0500000007450580596923828125f, _2039) * aaBand(_2036, y0 - 0.0500000007450580596923828125f, y1 + 0.039999999105930328369140625f, _2041)) * _2048) - _2069, 0.0f); if (_1768 == 0.0f) { win *= (1.0f - aaBand(_2032, 0.4699999988079071044921875f, 0.5299999713897705078125f, _2039)); } if (_1768 == 5.0f) { door = (((step(0.519999980926513671875f, _2032) * step(_2032, 0.7799999713897705078125f)) * step(0.0f, _2036)) * step(_2036, 0.800000011920928955078125f)) * step(vb, i.uv.y); } float _2110 = hash21(float2(_2025 + (_1786 * 3.0f), _2029 + _1786)); if (_2110 > pBoard) { wc = float3(0.3300000131130218505859375f, 0.23999999463558197021484375f, 0.1500000059604644775390625f); } else { if (_2110 > pLit) { float4 _2135 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); rc = _2135.x; float _2140 = hash21(float2(_2025 + 9.0f, _2029 + _1786)); if (_2135.w == 0.0f) { rc *= (1.0f - (((0.75f * step(_2135.z, 0.319999992847442626953125f)) * step(_2140 * 0.5f, _2135.y)) * step(_2135.y, 0.5f + (_2140 * 0.4000000059604644775390625f)))); rc *= (1.0f - ((((0.4000000059604644775390625f * step(0.550000011920928955078125f, _2135.z)) * step(_2135.z, 0.75f)) * step(0.3499999940395355224609375f, _2135.y)) * step(_2135.y, 0.60000002384185791015625f))); } bool _2180 = _2110 > (pLit + ((1.0f - pLit) * 0.75f)); float3 _2199 = (float3(1.0f, 0.60000002384185791015625f, 0.2800000011920928955078125f) * 1.2999999523162841796875f) * (0.920000016689300537109375f + (0.07999999821186065673828125f * sin((F_1_m0.camPos.w * 0.699999988079071044921875f) + (_2110 * 40.0f)))); float3 _2200 = float3(0.37999999523162841796875f, 0.62000000476837158203125f, 1.0f) * (0.60000002384185791015625f + ((0.4000000059604644775390625f * sin((F_1_m0.camPos.w * 9.0f) + (_2110 * 90.0f))) * sin((F_1_m0.camPos.w * 3.099999904632568359375f) + (_2110 * 13.0f)))); bool3 _2203 = bool3(_2180, _2180, _2180); float3 _2201 = float3(_2203.x ? _2200.x : _2199.x, _2203.y ? _2200.y : _2199.y, _2203.z ? _2200.z : _2199.z); emissive += ((_2201 * win) * lerp(rc, 0.550000011920928955078125f, (step(0.60000002384185791015625f, _2140) * ((smoothstep(0.319999992847442626953125f, 0.300000011920928955078125f, abs(_2032 - 0.5f)) * 0.0f) + (1.0f - smoothstep(0.0f, 0.1599999964237213134765625f, min(_2032 - x0, x1 - _2032))))) * 0.800000011920928955078125f)); wc = _2201 * 0.1500000059604644775390625f; } else { float4 _2241 = room(float2(_2032 * cw, _2036 * _2022), float3(dot(-_1477, cross(N, float3(0.0f, 1.0f, 0.0f))), -_1477.y, dot(_1477, N)), cw, _2022, 2.7999999523162841796875f); float _2245 = smoothstep(0.550000011920928955078125f, 0.949999988079071044921875f, _2036 + (_2241.x * 0.20000000298023223876953125f)); float _2256 = ((0.550000011920928955078125f * F_1_m0.misc.x) * 0.0f) + 0.5f; wc = lerp(float3(0.02999999932944774627685546875f, 0.039999999105930328369140625f, 0.0599999986588954925537109375f) * (0.60000002384185791015625f + (0.800000011920928955078125f * _2241.x)), lerp(float3(0.2199999988079071044921875f, 0.300000011920928955078125f, 0.4199999868869781494140625f), float3(0.949999988079071044921875f, 0.7200000286102294921875f, 0.5f), float3(_2245, _2245, _2245)), float3(_2256, _2256, _2256)); } } albedo = lerp(albedo, (wc * 0.5f) * ((1.0f - (0.550000011920928955078125f * smoothstep(y1 - 0.2199999988079071044921875f, y1, _2036))) * (1.0f - (0.300000011920928955078125f * smoothstep(x0 + 0.119999997317790985107421875f, x0, _2032)))), float3(win, win, win)); albedo = lerp(albedo, albedo * 1.39999997615814208984375f, float3(_2071, _2071, _2071)); float _2285 = (((aaBand(_2032, x0 - 0.0599999986588954925537109375f, x1 + 0.0599999986588954925537109375f, _2039) * aaBand(_2036, y0 - 0.085000000894069671630859375f, y0 - 0.0500000007450580596923828125f, _2041)) * _2048) * step(_1768, 4.5f)) * 0.85000002384185791015625f; albedo = lerp(albedo, float3(0.7400000095367431640625f, 0.699999988079071044921875f, 0.62000000476837158203125f), float3(_2285, _2285, _2285)); albedo = lerp(albedo, float3(0.07999999821186065673828125f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f), float3(door, door, door)); if (_1768 == 5.0f) { emissive += ((float3(1.0f, 0.75f, 0.3499999940395355224609375f) * ((door * step(0.680000007152557373046875f, _2036)) * step(_2036, 0.7599999904632568359375f))) * 1.2000000476837158203125f); } gloss = win * 0.75f; } if (!(_1768 == 4.0f)) { _1403 = _1768 == 1.0f; } else { _1403 = true; } if (!_1403) { _1405 = _1768 == 3.0f; } else { _1405 = true; } if (_1405) { float4 _2321 = graffiti(_1772, i.uv.y, _1786); albedo = lerp(albedo, _2321.xyz * 0.550000011920928955078125f, float3(_2321.www)); } albedo *= lerp(0.550000011920928955078125f, 1.0f, smoothstep(0.0f, 4.0f, i.uv.y)); albedo = ((albedo * (0.86000001430511474609375f + (0.2800000011920928955078125f * fbm(float2(_1772 * 0.12999999523162841796875f, i.uv.y * 0.20999999344348907470703125f) + float2(_1786 * 1.2999999523162841796875f, 4.0f))))) * (1.0f - (smoothstep(0.60000002384185791015625f, 0.87999999523162841796875f, fbm(float2((_1772 * 1.10000002384185791015625f) + (_1786 * 3.0f), i.uv.y * 0.10999999940395355224609375f))) * (0.119999997317790985107421875f + (0.119999997317790985107421875f * smoothstep(3.0f, 9.0f, i.uv.y)))))) * (1.0f + (((0.14000000059604644775390625f * _noise((i.wpos.xz * 3.2999999523162841796875f) + float2(i.wpos.y * 3.099999904632568359375f, 0.0f))) - 0.070000000298023223876953125f) * clamp(1.0f - (_1797 * 8.0f), 0.0f, 1.0f))); } else { if (_1461 == 7) { float _2385 = smoothstep(0.07999999821186065673828125f, 0.4000000059604644775390625f, _noise((i.wpos.xz * 2.2999999523162841796875f) + float2(2.2999999523162841796875f, 2.2999999523162841796875f))) * (0.800000011920928955078125f + (0.20000000298023223876953125f * _noise(i.wpos.xz * 14.0f))); albedo = lerp(float3(0.070000000298023223876953125f, 0.070000000298023223876953125f, 0.0900000035762786865234375f), albedo, float3(_2385, _2385, _2385)); wet = 0.5f * F_1_m0.params.x; gloss = 0.89999997615814208984375f; } else { if (_1461 == 9) { float _2404 = frac(F_1_m0.camPos.w * 1.60000002384185791015625f); float _2412 = frac((F_1_m0.camPos.w * 1.60000002384185791015625f) + 0.5f); emissive = albedo * (0.25f + (7.0f * (((step(0.4000000059604644775390625f, i.col.y) * step(i.col.z, 0.20000000298023223876953125f)) > 0.5f) ? step(frac(F_1_m0.camPos.w * 0.89999997615814208984375f), 0.5f) : ((step(i.col.z, i.col.x) > 0.5f) ? (step(_2404, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2404) * step(_2404, 0.319999992847442626953125f))) : (step(_2412, 0.119999997317790985107421875f) + (step(0.20000000298023223876953125f, _2412) * step(_2412, 0.319999992847442626953125f))))))); albedo *= 0.300000011920928955078125f; } else { if (_1461 == 10) { u = i.uv.x; v = i.uv.y; if (abs(_1479.x) >= abs(_1479.y)) { u = i.uv.x * ((_1479.x < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.y * ((_1481.y > 0.0f) ? (-1.0f) : 1.0f); } else { u = i.uv.y * ((_1479.y < 0.0f) ? (-1.0f) : 1.0f); v = i.uv.x * ((_1481.x > 0.0f) ? (-1.0f) : 1.0f); } float _2478 = floor(u / 0.300000011920928955078125f); float _2481 = floor(v / 0.449999988079071044921875f); float _2484 = frac(u / 0.300000011920928955078125f); float _2487 = frac(v / 0.449999988079071044921875f); float _2497 = hash21(float2(_2478 + 3.0f, _2481 + 1.7000000476837158203125f)); float _2501 = hash21(float2(_2478 + 9.0f, _2481 + 4.099999904632568359375f)); emissive = albedo * (0.3499999940395355224609375f + ((3.599999904632568359375f * ((step(0.2199999988079071044921875f, hash21(float2(_2478, _2481 + O_1_m0.offset.w))) * (((step(0.180000007152557373046875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.180000007152557373046875f, _2487)) * step(_2487, 0.819999992847442626953125f))) * clamp(((((step(0.180000007152557373046875f, _2484) * step(_2484, 0.180000007152557373046875f + 0.12999999523162841796875f)) + ((step(0.819999992847442626953125f - 0.12999999523162841796875f, _2484) * step(_2484, 0.819999992847442626953125f)) * step(0.3499999940395355224609375f, _2497))) + ((step(0.819999992847442626953125f - (0.12999999523162841796875f * 0.800000011920928955078125f), _2487) * step(_2487, 0.819999992847442626953125f)) * step(0.300000011920928955078125f, _2501))) + ((step(0.4600000083446502685546875f, _2487) * step(_2487, 0.4600000083446502685546875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(_2501, 0.699999988079071044921875f))) + ((step(0.180000007152557373046875f, _2487) * step(_2487, 0.180000007152557373046875f + (0.12999999523162841796875f * 0.800000011920928955078125f))) * step(0.550000011920928955078125f, _2497)), 0.0f, 1.0f))) * (1.0f - step(0.930000007152557373046875f, hash21(float2(_2478 + 11.0f, _2481 + O_1_m0.offset.w)))))); albedo *= 0.1500000059604644775390625f; } else { if (_1461 == 11) { float _2574 = 0.7200000286102294921875f + (0.2800000011920928955078125f * (0.5f + (0.5f * sin((i.uv.x * 6.283100128173828125f) / 0.319999992847442626953125f)))); float _2588 = smoothstep(0.550000011920928955078125f, 0.800000011920928955078125f, fbm(float2(i.uv.x * 1.2999999523162841796875f, (i.uv.y * 0.25f) + 3.0f))) * 0.60000002384185791015625f; albedo = lerp(albedo * _2574, float3(0.3499999940395355224609375f, 0.1599999964237213134765625f, 0.07999999821186065673828125f) * _2574, float3(_2588, _2588, _2588)); float4 _2598 = graffiti(i.uv.x, i.uv.y, O_1_m0.offset.w + 3.0f); albedo = lerp(albedo, (_2598.xyz * 0.550000011920928955078125f) * _2574, float3(_2598.www)); gloss = 0.3499999940395355224609375f; } else { if (_1461 == 12) { float _2616 = fbm((i.wpos.xz * 3.2000000476837158203125f) + float2(i.wpos.y * 2.0f, 0.0f)); if (i.wpos.y > 2.2000000476837158203125f) { N = normalize(((N * 0.89999997615814208984375f) + float3(0.0f, 0.1500000059604644775390625f, 0.0f)) + (float3(_noise((i.wpos.xz * 2.2000000476837158203125f) + float2(i.wpos.y * 1.7000000476837158203125f, 0.0f)) - 0.5f, 0.0f, _noise((i.wpos.zx * 2.400000095367431640625f) - float2(i.wpos.y * 1.5f, 0.0f)) - 0.5f) * 0.2199999988079071044921875f)); albedo = ((albedo * lerp(0.89999997615814208984375f, 1.059999942779541015625f, smoothstep(0.4000000059604644775390625f, 0.60000002384185791015625f, _noise((i.wpos.xz * 3.400000095367431640625f) + float2(i.wpos.y * 2.599999904632568359375f, i.wpos.y * 1.2999999523162841796875f))))) * (0.85000002384185791015625f + (0.300000011920928955078125f * smoothstep(0.300000011920928955078125f, 0.699999988079071044921875f, _2616)))) * float3(1.0f, 1.03999996185302734375f, 0.920000016689300537109375f); } else { albedo *= (0.550000011920928955078125f + (0.699999988079071044921875f * smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, _2616))); } } else { if (_1461 == 13) { float3 _2672 = albedo; float _2681 = floor(hash21((_2672.xy * 97.0f) + float2(_2672.z * 13.0f, 0.0f)) * 4.0f); float _2684 = fbm(i.wpos.xz * 2.400000095367431640625f); float _2689 = smoothstep(0.62000000476837158203125f, 0.699999988079071044921875f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))); if (_2681 < 1.0f) { albedo = lerp(_2672, float3(0.60000002384185791015625f, 0.579999983310699462890625f, 0.540000021457672119140625f) * F_1_m0.misc.w, float3(0.64999997615814208984375f, 0.64999997615814208984375f, 0.64999997615814208984375f)); albedo = (albedo * (0.699999988079071044921875f + (0.4000000059604644775390625f * _2684))) * (1.0f - (0.3499999940395355224609375f * smoothstep(0.02999999932944774627685546875f, 0.0f, abs(frac(i.wpos.x / 3.0f) - 0.5f) - 0.4799999892711639404296875f))); } else { if (_2681 < 2.0f) { float _2722 = step(0.7200000286102294921875f, hash21(floor(i.wpos.xz / float2(1.60000002384185791015625f, 2.2999999523162841796875f)) + float2(5.0f, 1.0f))); albedo = (lerp(float3(0.20000000298023223876953125f, 0.20000000298023223876953125f, 0.2199999988079071044921875f), float3(0.319999992847442626953125f, 0.310000002384185791015625f, 0.300000011920928955078125f), float3(_2722, _2722, _2722)) * F_1_m0.misc.w) * (0.85000002384185791015625f + (0.300000011920928955078125f * _2684)); albedo *= (1.0f - (0.300000011920928955078125f * smoothstep(0.02500000037252902984619140625f, 0.0f, abs(frac(i.wpos.z / 0.949999988079071044921875f) - 0.5f) - 0.4699999988079071044921875f))); } else { if (_2681 < 3.0f) { albedo = ((float3(0.800000011920928955078125f, 0.800000011920928955078125f, 0.7799999713897705078125f) * F_1_m0.misc.w) * (1.0f - (0.119999997317790985107421875f * smoothstep(0.0199999995529651641845703125f, 0.0f, abs(frac(i.wpos.x / 1.7999999523162841796875f) - 0.5f) - 0.48500001430511474609375f)))) * (1.0f - (0.300000011920928955078125f * smoothstep(0.449999988079071044921875f, 0.800000011920928955078125f, fbm((i.wpos.xz * float2(0.60000002384185791015625f, 2.2000000476837158203125f)) + float2(4.0f, 4.0f))))); float _2776 = smoothstep(0.550000011920928955078125f, 0.62000000476837158203125f, fbm((i.wpos.xz * 0.5f) + float2(9.0f, 9.0f))) * 0.5f; albedo = lerp(albedo, float3(0.4199999868869781494140625f, 0.36000001430511474609375f, 0.2800000011920928955078125f) * F_1_m0.misc.w, float3(_2776, _2776, _2776)); } else { albedo = (clamp(_2672 * 1.25f, float3(0.0f, 0.0f, 0.0f), float3(0.85000002384185791015625f, 0.85000002384185791015625f, 0.85000002384185791015625f)) * (0.85000002384185791015625f + (0.25f * _2684))) * (1.0f + (0.3499999940395355224609375f * smoothstep(0.0599999986588954925537109375f, 0.0f, abs(frac(i.wpos.x / 0.5f) - 0.5f) - 0.439999997615814208984375f))); gloss = 0.449999988079071044921875f; } } } wet = (_2689 * 0.800000011920928955078125f) * F_1_m0.params.x; gloss = max(gloss, _2689); } else { if (_1461 == 4) { emissive = albedo * 4.0f; } else { if (_1461 == 5) { emissive = ((float3(0.100000001490116119384765625f, 0.800000011920928955078125f, 1.0f) * (1.2000000476837158203125f + (fbm((i.wpos.xz * 3.0f) + float2(F_1_m0.camPos.w * 0.4000000059604644775390625f, (-F_1_m0.camPos.w) * 0.300000011920928955078125f)) * 1.39999997615814208984375f))) * (0.75f + (0.25f * sin(((F_1_m0.camPos.w * 3.0f) + (i.wpos.x * 2.0f)) + i.wpos.z)))) * (1.0f + F_1_m0.params.y); albedo = float3(0.039999999105930328369140625f, 0.449999988079071044921875f, 0.64999997615814208984375f); } else { if (_1461 == 0) { albedo *= (0.89999997615814208984375f + (0.20000000298023223876953125f * fbm((i.wpos.xz * 1.89999997615814208984375f) + float2(i.wpos.y * 1.2999999523162841796875f, i.wpos.y)))); } else { if (_1461 == 6) { gloss = 0.800000011920928955078125f; albedo *= (0.85000002384185791015625f + (0.1500000059604644775390625f * fbm((i.wpos.xz * 3.0f) + float2(i.wpos.yy)))); } else { if (_1461 == 14) { float2 _2870 = clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); float2 _2876 = frac(_2870 * float2(220.0f, 110.0f)); emissive = (((pow(tScreen.SampleLevel(sScreen, _2870, 0.0f).xyz, float3(1.7000000476837158203125f, 1.7000000476837158203125f, 1.7000000476837158203125f)) * (0.5f + (0.800000011920928955078125f * (((smoothstep(0.0f, 0.180000007152557373046875f, _2876.x) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.x)) * smoothstep(0.0f, 0.180000007152557373046875f, _2876.y)) * smoothstep(1.0f, 0.819999992847442626953125f, _2876.y))))) * 3.2000000476837158203125f) * (((smoothstep(0.0f, 0.039999999105930328369140625f, _2870.x) * smoothstep(1.0f, 0.959999978542327880859375f, _2870.x)) * smoothstep(0.0f, 0.0599999986588954925537109375f, _2870.y)) * smoothstep(1.0f, 0.939999997615814208984375f, _2870.y))) * (0.959999978542327880859375f + (0.039999999105930328369140625f * sin((F_1_m0.camPos.w * 50.0f) + (_2870.y * 30.0f)))); albedo = float3(0.0199999995529651641845703125f, 0.0199999995529651641845703125f, 0.02999999932944774627685546875f); gloss = 1.0f; } else { if (_1461 == 18) { float3 _2921 = tBoard.SampleLevel(sScreen, clamp(i.uv, float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz; albedo = (_2921 * 0.89999997615814208984375f) + float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f); emissive = pow(_2921, float3(1.2999999523162841796875f, 1.2999999523162841796875f, 1.2999999523162841796875f)) * 5.0f; gloss = 0.550000011920928955078125f; } else { if (_1461 == 15) { float _2931 = length(i.uv); float _2940 = fbm((i.uv * 2.599999904632568359375f) + float2(O_1_m0.offset.w * 1.7000000476837158203125f, O_1_m0.offset.w)); float _2942 = 0.62000000476837158203125f + (0.4199999868869781494140625f * _2940); if (_2931 > _2942) { discard; } float _2977 = pow(smoothstep(_2942, _2942 * 0.1500000059604644775390625f, _2931), 0.800000011920928955078125f) * (0.75f + (0.25f * fbm(float2(atan2(i.uv.y, i.uv.x) * 3.0f, _2931 * 4.0f) + float2(O_1_m0.offset.w, O_1_m0.offset.w)))); albedo = lerp(float3(0.189999997615814208984375f, 0.180000007152557373046875f, 0.17000000178813934326171875f), float3(0.014999999664723873138427734375f, 0.0130000002682209014892578125f, 0.01200000010430812835693359375f), float3(_2977, _2977, _2977)) * (1.0f - ((((1.0f - smoothstep(0.0f, 0.0500000007450580596923828125f, abs(sin(((atan2(i.uv.y, i.uv.x) * 5.0f) + (_2940 * 7.0f)) + O_1_m0.offset.w)) * (0.3499999940395355224609375f + _2931))) * 0.85000002384185791015625f) * O_1_m0.tint.x) * smoothstep(0.100000001490116119384765625f, 0.4000000059604644775390625f, _2931))); gloss = 0.0f; wet = 0.0f; } else { if (_1461 == 16) { su = i.uv.x; if (dot(N, _1477) < 0.0f) { su = (((2.0f * floor(su * 2.0f)) * 0.5f) + 0.498046875f) - su; } emissive = (pow(tSign.SampleLevel(sScreen, clamp(float2(su, i.uv.y), float2(0.0f, 0.0f), float2(1.0f, 1.0f)), 0.0f).xyz, float3(1.5f, 1.5f, 1.5f)) * 3.400000095367431640625f) * (0.3499999940395355224609375f + (0.64999997615814208984375f * F_1_m0.misc.x)); albedo = float3(0.02999999932944774627685546875f, 0.02999999932944774627685546875f, 0.0350000001490116119384765625f); gloss = 0.800000011920928955078125f; } else { if (_1461 == 17) { albedo = float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f); gloss = 1.0f; wet = 0.699999988079071044921875f; float _3035 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = 0.550000011920928955078125f + (1.89999997615814208984375f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3035) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3035))); } else { if (_1461 == 19) { int _3051 = int(clamp(round(i.uv.x), -2147483648.0f, 2147483520.0f)); bool _3054 = i.uv.y > 9.5f; bool _3057 = i.uv.y > 19.5f; float _3062 = i.uv.y - (_3057 ? 20.0f : (_3054 ? 10.0f : 0.0f)); uint _3067 = min(uint(min(max(_3051, 0), 4)), 4u); uint _3072 = min(uint(min(max(_3051, 0), 4)), 4u); bool _3078 = abs(i.lp.w) > 0.449999988079071044921875f; bool _3079 = _3062 > 4.5f; float _3081 = abs(i.lp.xyz.x); if (_3078) { float _3090 = step(0.36000001430511474609375f, i.lp.xyz.y) * step(i.lp.xyz.y, _1337[_3072].w - 0.0199999995529651641845703125f); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].x - 0.0240000002086162567138671875f, _1337[_3072].x + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, aaBand(i.lp.xyz.z, _1337[_3072].y - 0.0240000002086162567138671875f, _1337[_3072].y + 0.0240000002086162567138671875f, _1491.z) * _3090); seam = max(seam, ((aaBand(i.lp.xyz.z, _1337[_3072].z - 0.0240000002086162567138671875f, _1337[_3072].z + 0.0240000002086162567138671875f, _1491.z) * _3090) * step(abs(_1337[_3072].z - _1337[_3072].y), 2.0f)) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))); seam = max(seam, (aaBand(i.lp.xyz.y, _1337[_3072].w - 0.1599999964237213134765625f, _1337[_3072].w - 0.100000001490116119384765625f, _1491.y) * (aaBand(i.lp.xyz.z, _1337[_3072].y - 0.319999992847442626953125f, _1337[_3072].y - 0.119999997317790985107421875f, _1491.z) + (aaBand(i.lp.xyz.z, _1337[_3072].z - 0.319999992847442626953125f, _1337[_3072].z - 0.119999997317790985107421875f, _1491.z) * step(0.0500000007450580596923828125f, abs(_1337[_3072].z - _1337[_3072].y))))) * 0.800000011920928955078125f); } if (_3079) { _1417 = _3062 < 7.5f; } else { _1417 = false; } if (_1417) { seam = max(seam, aaBand(_3081, 0.660000026226043701171875f - 0.0240000002086162567138671875f, 0.660000026226043701171875f + 0.0240000002086162567138671875f, _1491.x) * (step(_1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z) * step(i.lp.xyz.z, _1337[_3072].x - 0.07999999821186065673828125f))); seam = max(seam, aaBand(i.lp.xyz.z, (_1323[_3067].x + 0.20000000298023223876953125f) - 0.0240000002086162567138671875f, (_1323[_3067].x + 0.20000000298023223876953125f) + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.660000026226043701171875f)); if (_3051 == 0) { seam = max(seam, aaBand(_3081, 0.680000007152557373046875f - 0.0240000002086162567138671875f, 0.680000007152557373046875f + 0.0240000002086162567138671875f, _1491.x) * (step(1.41999995708465576171875f, i.lp.xyz.z) * step(i.lp.xyz.z, _1323[_3067].y - 0.119999997317790985107421875f))); seam = max(seam, aaBand(i.lp.xyz.z, 1.41999995708465576171875f - 0.0240000002086162567138671875f, 1.41999995708465576171875f + 0.0240000002086162567138671875f, _1491.z) * step(_3081, 0.680000007152557373046875f)); } } if (_3062 > 7.5f) { seam = max(seam, aaBand(_3081, 0.5299999713897705078125f, 0.60000002384185791015625f, _1491.x) * 0.800000011920928955078125f); } albedo *= (1.0f - (0.930000007152557373046875f * seam)); envK *= (1.0f - (0.89999997615814208984375f * seam)); specK = 1.0f - (0.89999997615814208984375f * seam); if (_3078) { float _3264 = min(length(float2(i.lp.xyz.z - _1323[_3067].z, i.lp.xyz.y - 0.3499999940395355224609375f)), length(float2(i.lp.xyz.z - _1323[_3067].w, i.lp.xyz.y - 0.3499999940395355224609375f))); albedo = (albedo * (1.0f - (0.5f * smoothstep(0.7799999713897705078125f, 0.4600000083446502685546875f, _3264)))) * (1.0f - (0.5f * aaBand(_3264, 0.4600000083446502685546875f, 0.5f, _1491.z + _1491.y))); } float _3292 = (smoothstep(0.7799999713897705078125f, 0.319999992847442626953125f, i.lp.xyz.y) * (0.449999988079071044921875f + (0.550000011920928955078125f * _noise(float2(i.lp.xyz.z * 3.099999904632568359375f, (i.lp.xyz.y * 9.0f) + (i.lp.xyz.x * 2.0f)))))) * (_3054 ? 0.60000002384185791015625f : 0.37999999523162841796875f); albedo = lerp(albedo, (albedo * 0.550000011920928955078125f) + float3(0.0500000007450580596923828125f, 0.04500000178813934326171875f, 0.0350000001490116119384765625f), float3(_3292, _3292, _3292)); if (_3079) { albedo *= (0.939999997615814208984375f + (0.07999999821186065673828125f * _noise(i.lp.xyz.xz * float2(6.0f, 2.5f)))); } float _3314 = (aaBand(_3081, 0.4000000059604644775390625f, 0.7799999713897705078125f, _1491.x) * step(0.5f, i.lp.xyz.y)) * (_3057 ? 0.0f : 1.0f); float _3322 = _3314 * (1.0f - smoothstep(_1323[_3067].x + 0.1599999964237213134765625f, _1323[_3067].x + 0.20000000298023223876953125f, i.lp.xyz.z)); float _3329 = _3314 * smoothstep(_1323[_3067].y - 0.20000000298023223876953125f, _1323[_3067].y - 0.1599999964237213134765625f, i.lp.xyz.z); if ((_3322 + _3329) > 0.0f) { float _3336 = 1.0f - aaBand(_3081, 0.430000007152557373046875f, 0.75f, _1491.x); albedo = lerp(albedo, lerp(float3(0.7799999713897705078125f, 0.800000011920928955078125f, 0.819999992847442626953125f), float3(0.949999988079071044921875f, 0.949999988079071044921875f, 0.949999988079071044921875f), float3(_3336, _3336, _3336)), float3(_3322, _3322, _3322)); float _3345 = _3336 * 0.5f; albedo = lerp(albedo, lerp(float3(0.5f, 0.02500000037252902984619140625f, 0.0350000001490116119384765625f), float3(0.89999997615814208984375f, 0.5f, 0.20000000298023223876953125f) * step(0.62999999523162841796875f, _3081), float3(_3345, _3345, _3345)), float3(_3329, _3329, _3329)); emissive = (float3(1.0f, 0.0599999986588954925537109375f, 0.0500000007450580596923828125f) * _3329) * (_3054 ? 0.0f : 0.89999997615814208984375f); gloss = 1.0f; } if (_3057) { float _3363 = fbm((i.lp.xyz.xz * 2.2000000476837158203125f) + float2(i.lp.xyz.y * 3.0f, O_1_m0.offset.w)); float _3379 = smoothstep(0.449999988079071044921875f, 0.699999988079071044921875f, _3363) * 0.699999988079071044921875f; albedo = lerp(albedo, float3(0.20000000298023223876953125f, 0.0900000035762786865234375f, 0.039999999105930328369140625f) * (0.699999988079071044921875f + (0.60000002384185791015625f * _3363)), float3(_3379, _3379, _3379)); float _3383 = clamp(smoothstep(0.3499999940395355224609375f, 0.64999997615814208984375f, fbm((i.lp.xyz.zy * float2(1.60000002384185791015625f, 3.0f)) + float2(7.0f, 7.0f))) + (smoothstep(-0.60000002384185791015625f, -1.60000002384185791015625f, i.lp.xyz.z) * 0.60000002384185791015625f), 0.0f, 1.0f) * 0.75f; albedo = lerp(albedo, float3(0.017999999225139617919921875f, 0.01600000075995922088623046875f, 0.014999999664723873138427734375f), float3(_3383, _3383, _3383)); } gloss = max(gloss, _3057 ? 0.0500000007450580596923828125f : (_3054 ? 0.3499999940395355224609375f : 0.819999992847442626953125f)); } else { if (_1461 == 20) { bool _3398 = abs(i.lp.w) > 0.449999988079071044921875f; float _3399 = _1485.x; float _3400 = _1485.y; float _3401 = _3398 ? 0.04500000178813934326171875f : 0.070000000298023223876953125f; frame = 1.0f - (aaBand(i.uv.x, _3401, 1.0f - _3401, _3399) * aaBand(i.uv.y, 0.070000000298023223876953125f, _3398 ? 0.89999997615814208984375f : 0.930000007152557373046875f, _3400)); if (_3398) { frame = max(frame, aaBand(i.uv.x, 0.4699999988079071044921875f, 0.5299999713897705078125f, _3399)); } albedo = lerp(float3(0.017999999225139617919921875f, 0.02199999988079071044921875f, 0.02999999932944774627685546875f), albedo, float3(frame, frame, frame)); float _3429 = (aaBand(i.uv.y, 0.070000000298023223876953125f, 0.119999997317790985107421875f, _3400) * (1.0f - frame)) * 0.800000011920928955078125f; albedo = lerp(albedo, float3(0.00999999977648258209228515625f, 0.00999999977648258209228515625f, 0.00999999977648258209228515625f), float3(_3429, _3429, _3429)); gloss = 1.0f; wet = 0.699999988079071044921875f * (1.0f - frame); albedo += (float3(0.0350000001490116119384765625f, 0.0350000001490116119384765625f, 0.039999999105930328369140625f) * (((1.0f - frame) * (1.0f - smoothstep(0.20000000298023223876953125f, 0.449999988079071044921875f, i.uv.y))) * (_3398 ? 0.0f : 1.0f))); float _3456 = frac((((i.wpos.x * 0.699999988079071044921875f) + (i.wpos.z * 0.449999988079071044921875f)) * 0.89999997615814208984375f) + (i.wpos.y * 0.60000002384185791015625f)); envK = (lerp(0.60000002384185791015625f, 1.0f, frame) * lerp(0.699999988079071044921875f + (2.2000000476837158203125f * (smoothstep(0.0f, 0.0599999986588954925537109375f, _3456) * smoothstep(0.3400000035762786865234375f, 0.20000000298023223876953125f, _3456))), 1.0f, frame)) * lerp(0.800000011920928955078125f, 1.35000002384185791015625f, smoothstep(0.100000001490116119384765625f, 0.89999997615814208984375f, i.uv.y) * (1.0f - frame)); } else { if (_1461 == 8) { float _3485 = fbm(float2(i.wpos.x * 3.0f, (i.wpos.y * 2.0f) - (F_1_m0.camPos.w * 4.0f))); emissive = lerp(float3(1.0f, 0.25f, 0.0199999995529651641845703125f), float3(1.0f, 0.85000002384185791015625f, 0.300000011920928955078125f), float3(_3485, _3485, _3485)) * (3.0f + (3.0f * _3485)); } } } } } } } } } } } } } } } } } } } } } emissive *= F_1_m0.misc.x; float _3497 = dot(albedo, float3(0.300000011920928955078125f, 0.550000011920928955078125f, 0.1500000059604644775390625f)); albedo = lerp(albedo, float3(_3497, _3497, _3497), float3(F_1_m0.misc.z, F_1_m0.misc.z, F_1_m0.misc.z)); float _3506 = (N.y * 0.5f) + 0.5f; float3 _3510 = normalize(F_1_m0.moon.xyz); float _3513 = max(dot(N, _3510), 0.0f); float _3515 = sunShadow(i.wpos, N, _3513); float _3527 = length(F_1_m0.ambient.xyz) * 0.300000011920928955078125f; float3 _3530 = float3(0.5f, 0.4199999868869781494140625f, 0.3400000035762786865234375f) * (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.0900000035762786865234375f) + float3(_3527, _3527, _3527)); if (N.y < 0.5f) { ao = lerp(0.5f, 1.0f, smoothstep(0.0f, 1.7999999523162841796875f, i.wpos.y)); } if (N.y < 0.5f) { sky = lerp(0.319999992847442626953125f, 1.0f, smoothstep(0.0f, 16.0f, i.wpos.y)); } else { if (i.wpos.y < 0.4000000059604644775390625f) { sky = lerp(0.5f, 1.0f, smoothstep(8.19999980926513671875f, 3.5f, abs(i.wpos.x) - wideAt(i.wpos.z))); } } light = ((((F_1_m0.ambient.xyz * _3506) * sky) + (_3530 * (1.0f - _3506))) + (_3530 * 0.300000011920928955078125f)) * ao; light += (((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * _3513) * _3515); float _3587 = lerp(0.699999988079071044921875f, 0.14000000059604644775390625f, clamp(wet + (gloss * 0.5f), 0.0f, 1.0f)); float _3590 = ((_3587 * _3587) * _3587) * _3587; float _3597 = 0.02999999932944774627685546875f + (0.449999988079071044921875f * clamp(wet + (gloss * 0.3499999940395355224609375f), 0.0f, 1.0f)); float _3604 = max(dot(N, normalize(_3510 + _1477)), 0.0f); float _3608 = ((_3604 * _3604) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * min(_3590 / ((3.141590118408203125f * _3608) * _3608), 40.0f)) * _3513) * _3515) * _3597); int _3628 = int(clamp(F_1_m0.ambient.w, -2147483648.0f, 2147483520.0f)); if (reflK > 0.00999999977648258209228515625f) { _1427 = N.y > 0.60000002384185791015625f; } else { _1427 = false; } float _3658 = (sin(((i.wpos.x * 9.0f) + (F_1_m0.camPos.w * 2.2999999523162841796875f)) + (sin(i.wpos.z * 3.099999904632568359375f) * 2.0f)) * 0.5f) + (sin((i.wpos.z * 11.0f) - (F_1_m0.camPos.w * 1.7000000476837158203125f)) * 0.5f); for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k < 40)) { break; } if (k >= _3628) { break; } if (((uint(clamp((k >= 20) ? O_1_m0.lm.y : O_1_m0.lm.x, 0.0f, 4294967040.0f)) >> uint(naga_mod(k, 20))) & 1u) == 0u) { int _3958 = k; k = _3958 + 1; continue; } int _3703 = k; uint _3706 = min(uint(_3703), 39u); float3 _3712 = F_1_m0.lights[_3706].posR.xyz - i.wpos; float _3713 = length(_3712); if (F_1_m0.lights[_3706].col.w > 7.5f) { float _3725 = length(i.wpos.xz - F_1_m0.lights[_3706].posR.xz); float _3736 = (F_1_m0.lights[_3706].posR.w * max(F_1_m0.lights[_3706].posR.y - i.wpos.y, 0.0f)) / F_1_m0.lights[_3706].posR.y; float _3744 = smoothstep(_3736 * 1.019999980926513671875f, _3736 * 0.839999973773956298828125f, _3725) * (0.699999988079071044921875f + (0.300000011920928955078125f * smoothstep(_3736 * 0.800000011920928955078125f, 0.0f, _3725))); float3 _3748 = normalize(F_1_m0.lights[_3706].posR.xyz - i.wpos); float _3751 = max(dot(N, _3748), 0.0f); light += (((F_1_m0.lights[_3706].col.xyz * _3744) * (0.3499999940395355224609375f + (0.64999997615814208984375f * _3751))) * 1.7000000476837158203125f); float _3765 = max(dot(N, normalize(_3748 + _1477)), 0.0f); float _3769 = ((_3765 * _3765) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * _3744) * min(_3590 / ((3.141590118408203125f * _3769) * _3769), 40.0f)) * _3751) * _3597) * 0.800000011920928955078125f); int _3958 = k; k = _3958 + 1; continue; } if (_1427) { _1430 = F_1_m0.lights[_3706].posR.y > 0.25f; } else { _1430 = false; } if (_1430) { float2 _3804 = F_1_m0.camPos.xyz.xz + ((F_1_m0.lights[_3706].posR.xz - F_1_m0.camPos.xyz.xz) * (F_1_m0.camPos.xyz.y / (F_1_m0.camPos.xyz.y + F_1_m0.lights[_3706].posR.y))); float2 _3806 = F_1_m0.camPos.xyz.xz - _3804; float _3808 = max(length(_3806), 0.001000000047497451305389404296875f); float2 _3810 = _3806 / float2(_3808, _3808); float2 _3812 = i.wpos.xz - _3804; float _3813 = dot(_3812, _3810); float _3815 = 1.5f + (F_1_m0.lights[_3706].posR.y * 2.099999904632568359375f); if (_3813 > (-1.0f)) { _1432 = _3813 < _3815; } else { _1432 = false; } if (_1432) { float _3832 = dot(_3812, float2(-_3810.y, _3810.x)) + ((_3658 * 0.070000000298023223876953125f) * reflW); float _3841 = ((0.100000001490116119384765625f + (F_1_m0.lights[_3706].posR.y * 0.0350000001490116119384765625f)) * reflW) * (1.0f + ((0.60000002384185791015625f * max(_3813, 0.0f)) / _3815)); float _3872 = max(1.0f, max(F_1_m0.lights[_3706].col.x, max(F_1_m0.lights[_3706].col.y, F_1_m0.lights[_3706].col.z)) * 0.5f); refl += ((((((F_1_m0.lights[_3706].col.xyz / float3(_3872, _3872, _3872)) * exp((-(_3832 * _3832)) / (_3841 * _3841))) * (smoothstep(-1.0f, -0.20000000298023223876953125f, _3813) * (1.0f - smoothstep(_3815 * 0.25f, _3815, _3813)))) * (0.60000002384185791015625f + (0.4000000059604644775390625f * sin(((_3813 * 7.0f) - (F_1_m0.camPos.w * 3.0f)) + (i.wpos.x * 3.0f))))) * min(1.0f, 3.0f / (1.0f + ((0.039999999105930328369140625f * F_1_m0.lights[_3706].posR.y) * F_1_m0.lights[_3706].posR.y)))) / float3(reflW, reflW, reflW)); } } if (_3713 > F_1_m0.lights[_3706].posR.w) { int _3958 = k; k = _3958 + 1; continue; } float _3892 = max(_3713, 0.001000000047497451305389404296875f); float3 _3894 = _3712 / float3(_3892, _3892, _3892); float _3898 = clamp(1.0f - pow(_3713 / F_1_m0.lights[_3706].posR.w, 4.0f), 0.0f, 1.0f); float _3903 = (_3898 * _3898) / (1.0f + ((_3713 * _3713) * 0.300000011920928955078125f)); float _3906 = max(dot(N, _3894), 0.0f); if (F_1_m0.lights[_3706].col.w > 0.5f) { _1434 = F_1_m0.lights[_3706].col.w < 1.5f; } else { _1434 = false; } if (!_1434) { _1436 = F_1_m0.lights[_3706].col.w > 1.5f; } else { _1436 = true; } light += (((F_1_m0.lights[_3706].col.xyz * _3903) * (_1434 ? (0.699999988079071044921875f + (0.300000011920928955078125f * _3906)) : _3906)) * (_1436 ? 3.599999904632568359375f : 2.400000095367431640625f)); float _3940 = max(dot(N, normalize(_3894 + _1477)), 0.0f); float _3944 = ((_3940 * _3940) * (_3590 - 1.0f)) + 1.0f; spec += (((((F_1_m0.lights[_3706].col.xyz * min(_3590 / ((3.141590118408203125f * _3944) * _3944), 40.0f)) * _3903) * _3906) * _3597) * 2.0f); int _3958 = k; k = _3958 + 1; continue; } if (!(_1461 == 6)) { _1438 = _1461 == 17; } else { _1438 = true; } if (!_1438) { _1440 = _1461 == 19; } else { _1440 = true; } if (!_1440) { _1442 = _1461 == 20; } else { _1442 = true; } if (_1442) { float3 _3983 = reflect(-_1477, N); if (!(_1461 == 17)) { _1444 = _1461 == 20; } else { _1444 = true; } float _3994 = _1444 ? 0.0900000035762786865234375f : 0.0599999986588954925537109375f; float _4018 = smoothstep(0.60000002384185791015625f, 0.07999999821186065673828125f, _3983.y); spec += (((((lerp(F_1_m0.ambient.xyz * 0.89999997615814208984375f, ((F_1_m0.fog.xyz * 1.2000000476837158203125f) + ((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * 0.119999997317790985107421875f)) * 1.7999999523162841796875f, float3(_4018, _4018, _4018)) * smoothstep(-0.3499999940395355224609375f, 0.0f, _3983.y)) * (_3994 + ((1.0f - _3994) * pow(1.0f - max(dot(N, _1477), 0.0f), 5.0f)))) * lerp(0.550000011920928955078125f, 1.0f, sky)) * ao) * envK); if (_1461 == 19) { _1446 = i.uv.y < 19.5f; } else { _1446 = false; } if (_1446) { spec += (((((F_1_m0.sunCol.xyz * F_1_m0.moon.w) * pow(max(dot(N, normalize(_3510 + _1477)), 0.0f), 220.0f)) * _3513) * _3515) * 0.89999997615814208984375f); } } col_1 = (((albedo * light) + emissive) + (spec * specK)) + ((refl * reflK) * 0.800000011920928955078125f); col_1 += (((albedo * float3(1.0f, 0.89999997615814208984375f, 0.75f)) * F_1_m0.params.z) * 0.449999988079071044921875f); float _4120 = clamp((1.0f - exp((-F_1_m0.fog.w) * max(length(F_1_m0.camPos.xyz - i.wpos) - 22.0f, 0.0f))) + ((((smoothstep(1.39999997615814208984375f, 0.0f, i.wpos.y) * 0.25f) * ((F_1_m0.misc.w > 0.9900000095367431640625f) ? 0.0f : 1.0f)) * (0.60000002384185791015625f + (0.4000000059604644775390625f * _noise((i.wpos.xz * 0.1500000059604644775390625f) + float2(F_1_m0.camPos.w * 0.0500000007450580596923828125f, 0.0f))))) * 0.5f), 0.0f, 0.920000016689300537109375f); col_1 = lerp(col_1, F_1_m0.fog.xyz, float3(_4120, _4120, _4120)); o.color = float4(col_1, 1.0f); if (i.wpos.y < 0.300000011920928955078125f) { _1453 = N.y > 0.699999988079071044921875f; } else { _1453 = false; } o.nd = float4(normalize(i.vnz.xyz), _1453 ? (-i.vnz.w) : i.vnz.w); return o; } void frag_main() { VOut _4229 = { gl_FragCoord, wpos, nrm, col, uv, vnz, lp }; if (nearCut(_4229)) { discard; } FOut _4263 = shadeAll(_4229); _4247 = _4263.color; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; wpos = stage_input.wpos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vnz = stage_input.vnz; lp = stage_input.lp; frag_main(); SPIRV_Cross_Output stage_output; stage_output._4247 = _4247; return stage_output; }  fs_nd_cutmainR struct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static const float _831[16] = { 0.0f, 8.0f, 2.0f, 10.0f, 12.0f, 4.0f, 14.0f, 6.0f, 3.0f, 11.0f, 1.0f, 9.0f, 15.0f, 7.0f, 13.0f, 5.0f }; cbuffer F : register(b0) { Frame F_1_m0 : packoffset(c0); }; static float4 gl_FragCoord; static float3 wpos; static float3 nrm; static float4 col; static float2 uv; static float4 vnz; static float4 lp; static float4 _929; struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _929 : SV_Target0; }; bool nearCut(VOut i) { bool _834 = false; float _839 = abs(F_1_m0.wq.w); if (!(_839 < 4.0f)) { _834 = i.wpos.y < 0.800000011920928955078125f; } else { _834 = true; } if (_834) { return false; } float _855 = smoothstep(_839 * 0.5f, _839 * 0.7200000286102294921875f, i.vnz.w); if (_855 >= 1.0f) { return false; } uint2 _870 = uint2(uint(clamp(i.clip.x, 0.0f, 4294967040.0f)) & 3u, uint(clamp(i.clip.y, 0.0f, 4294967040.0f)) & 3u); return (_855 * 16.0f) < (_831[min(((_870.y * 4u) + _870.x), 15u)] + 0.5f); } float4 ndOut(VOut i) { bool _888 = false; if (i.wpos.y < 0.300000011920928955078125f) { _888 = normalize(i.nrm).y > 0.699999988079071044921875f; } else { _888 = false; } return float4(normalize(i.vnz.xyz), _888 ? (-i.vnz.w) : i.vnz.w); } void frag_main() { VOut _911 = { gl_FragCoord, wpos, nrm, col, uv, vnz, lp }; if (nearCut(_911)) { discard; } _929 = ndOut(_911); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; wpos = stage_input.wpos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vnz = stage_input.vnz; lp = stage_input.lp; frag_main(); SPIRV_Cross_Output stage_output; stage_output._929 = _929; return stage_output; } fs_ndmainóstruct Light { float4 posR; float4 col; }; struct Frame { row_major float4x4 viewProj; row_major float4x4 view; float4 camPos; float4 fog; float4 moon; float4 ambient; float4 params; Light lights[40]; row_major float4x4 sunVP; float4 sunCol; float4 misc; float4 wq; float4 warp[72]; float4 wwide[18]; }; struct Obj { float4 offset; float4 tint; float4 xf; float4 lm; }; struct VIn { float3 pos; float3 nrm; float4 col; float2 uv; }; struct VOut { float4 clip; float3 wpos; float3 nrm; float4 col; float2 uv; float4 vnz; float4 lp; }; struct SOut { float4 clip; float d; }; struct FOut { float4 color; float4 nd; }; static float4 gl_FragCoord; static float3 wpos; static float3 nrm; static float4 col; static float2 uv; static float4 vnz; static float4 lp; static float4 _369; struct SPIRV_Cross_Input { float3 wpos : TEXCOORD0; float3 nrm : TEXCOORD1; float4 col : TEXCOORD2; float2 uv : TEXCOORD3; float4 vnz : TEXCOORD4; float4 lp : TEXCOORD5; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _369 : SV_Target0; }; float4 ndOut(VOut i) { bool _327 = false; if (i.wpos.y < 0.300000011920928955078125f) { _327 = normalize(i.nrm).y > 0.699999988079071044921875f; } else { _327 = false; } return float4(normalize(i.vnz.xyz), _327 ? (-i.vnz.w) : i.vnz.w); } void frag_main() { VOut _351 = { gl_FragCoord, wpos, nrm, col, uv, vnz, lp }; _369 = ndOut(_351); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; wpos = stage_input.wpos; nrm = stage_input.nrm; col = stage_input.col; uv = stage_input.uv; vnz = stage_input.vnz; lp = stage_input.lp; frag_main(); SPIRV_Cross_Output stage_output; stage_output._369 = _369; return stage_output; }  à @‰/x¥”H%HSLTLight posRÿÿÿÿcolÿÿÿÿFrameà viewProjÿÿÿÿview@ÿÿÿÿcamPos€ÿÿÿÿfog�ÿÿÿÿmoon ÿÿÿÿambient°ÿÿÿÿparamsÀÿÿÿÿlightsÐ( sunVPÐÿÿÿÿsunColÿÿÿÿmisc ÿÿÿÿwq0ÿÿÿÿwarp@HÿÿÿÿwwideÀ ÿÿÿÿF_blockà Obj@offsetÿÿÿÿtintÿÿÿÿxf ÿÿÿÿlm0ÿÿÿÿO_block@FO vs_shadow vs_shadow fs_shadow fs_shadowfs_depthfs_depthvs_mainvs_mainfs_mainfs_main fs_main_cut fs_main_cutfs_colorfs_color fs_color_cut fs_color_cut fs_nd_cut fs_nd_cutfs_ndfs_nd(Ž#2 GLSL.std.450 •vs_shadow†‰‹Ž‘“ ¸fs_shadow²´·Âfs_depth¾À×vs_mainÆÈÊÌÎÏÑÒÓÕÖmfs_main]_acegiklŒfs_main_cut|~€‚„†ˆŠ‹­fs_colorž ¢¤¦¨ª¬Êfs_color_cut»½¿ÁÃÅÇÉêfs_nd_cutÛÝßáãåçé fs_ndóõ÷ùûýÿ¸ÂmŒ­ÊêH#H#G G G H#HHH#@HHH#€H#�H# H#°H#ÀH#ÐH#ÐHHH #H # H #0H #@H #À H#H#H# H#0H#H#H# H#0H#H#H# H#0H#@H#PH#`H#H#H#H#GGG!"G!!G"H"#G$"G$!G%H%#G'"G'!G)"G)!G+"G+!G-"G-!G."G.!G/"G/!G†G‰G‹GŽG‘ G“G² G´G·G¾ GÀGÆGÈGÊGÌGÎ GÏGÑGÒGÓGÕGÖG] G_GaGcGeGgGiGkGlG| G~G€G‚G„G†GˆGŠG‹Gž G G¢G¤G¦G¨GªG¬G» G½G¿GÁGÃGÅGÇGÉGÛ GÝGßGáGãGåGçGéGó GõG÷GùGûGýGÿG   + ( + H  +      +  + + (" #";#!% &%;&$ (;(' *;*) ,;,+;*-;,.;,/!1+5+7€+8ÿÿÿÿ+=!P Q+ R+Toƒ:+U+V X Y+ Z+ [ +^Ï+_ÿÿÿN+ e r + u+ w+ y !ˆ ‰!È+Ë€?+Ì?+Íff–@+Î @+ÏÀ?+Ð@@+Ñ A Ó.Ô è!+ š™™?+! ×#=)"+#@+$ìQ8=+% ×#>+&¤p½>+'…k>+(R¸ž>+)ÍÌL=+*33³>++ff&?+,ff¦?+-ÍÌl@+.33ó?+/š™™>+0ÍÌŒ?+1š™Ù?+233ƒ@+3ff@+4š™? 6.7!|+€�Âu=+�¦›D;+‚RI�:+ƒ@?+„333?+…+†€A.ˆ.Š.Œ �.‘+ “ ™+ š+ Æ ÔÕ,ÖRR+ ×ÿÿÿÿ,Ø××! 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