Updated glsl-optimizer.

This commit is contained in:
Branimir Karadžić 2015-07-28 20:04:55 -07:00
parent 475b0d1cf3
commit 7bca603f15
65 changed files with 2230 additions and 510 deletions

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@ -1,9 +1,31 @@
GLSL optimizer Change Log
=========================
2015 06
-------
Fixes:
* Fixed some cases of different precision matrix assignments being miscompiled on Metal.
* Fixed yet more issues with translation of weird loops.
* Fixed translation of matrix+scalar, matrix-scalar, matrix/scalar operations on Metal.
2015 05
-------
Fixes:
* Fixes some cases of highp/mediump sampler sampling resulting in resulting temporaries wrongly being lowp.
2015 04
-------
Goodies:
* GLES2: support EXT_draw_instanced / gl_InstanceIDEXT.
* Support gl_VertexID in GLSL < 1.30 when EXT_gpu_shader4 is used.
Fixes:
* Metal: fixed some bugs with translation of weird loops.

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@ -1212,7 +1212,7 @@ emit_inline_matrix_constructor(const glsl_type *type, int ast_precision,
*
* - Construct a matrix from an arbirary combination of vectors and
* scalars. The components of the constructor parameters are assigned
* to the matrix in colum-major order until the matrix is full.
* to the matrix in column-major order until the matrix is full.
*
* - Construct a matrix from a single matrix. The source matrix is copied
* to the upper left portion of the constructed matrix, and the remaining

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@ -3136,13 +3136,13 @@ process_initializer(ir_variable *var, ast_declaration *decl,
static void
apply_precision_to_variable(const struct ast_type_qualifier& qual,
ir_variable *var,
ir_variable *var, bool function_param,
struct _mesa_glsl_parse_state *state)
{
if (!state->es_shader)
return;
if (var->type->is_sampler() && qual.precision == ast_precision_none)
var->data.precision = ast_precision_low; // samplers default to low precision
if (var->type->is_sampler() && qual.precision == ast_precision_none && !function_param)
var->data.precision = ast_precision_low; // samplers default to low precision (outside of function arguments)
else
var->data.precision = qual.precision;
}
@ -3548,7 +3548,7 @@ ast_declarator_list::hir(exec_list *instructions,
apply_type_qualifier_to_variable(& this->type->qualifier, var, state,
& loc, false);
apply_precision_to_variable(this->type->qualifier, var, state);
apply_precision_to_variable(this->type->qualifier, var, false, state);
if (this->type->qualifier.flags.q.invariant) {
if (!is_varying_var(var, state->stage)) {
@ -4005,7 +4005,7 @@ ast_parameter_declarator::hir(exec_list *instructions,
*/
apply_type_qualifier_to_variable(& this->type->qualifier, var, state, & loc,
true);
apply_precision_to_variable(this->type->qualifier, var, state);
apply_precision_to_variable(this->type->qualifier, var, true, state);
/* From section 4.1.7 of the GLSL 4.40 spec:
*

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@ -830,10 +830,12 @@ void
builtin_variable_generator::generate_vs_special_vars()
{
if (state->is_version(130, 300))
if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
add_system_value(SYSTEM_VALUE_VERTEX_ID, state->metal_target ? uint_t : int_t, "gl_VertexID", glsl_precision_high);
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB", glsl_precision_high);
if (state->EXT_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDEXT", glsl_precision_high);
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
add_system_value(SYSTEM_VALUE_INSTANCE_ID, state->metal_target ? uint_t : int_t, "gl_InstanceID", glsl_precision_high);
if (state->AMD_vertex_shader_layer_enable)

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@ -3727,7 +3727,7 @@ _arguments_parse (argument_list_t *arguments,
else {
if (argument->head == NULL) {
/* Don't treat initial whitespace as
* part of the arguement. */
* part of the argument. */
if (node->token->type == SPACE)
continue;
}
@ -4679,6 +4679,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
if (extensions->ARB_draw_instanced)
add_builtin_define(parser, "GL_ARB_draw_instanced", 1);
if (extensions->EXT_draw_instanced)
add_builtin_define(parser, "GL_EXT_draw_instanced", 1);
if (extensions->ARB_conservative_depth) {
add_builtin_define(parser, "GL_AMD_conservative_depth", 1);
add_builtin_define(parser, "GL_ARB_conservative_depth", 1);

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@ -1462,7 +1462,7 @@ _arguments_parse (argument_list_t *arguments,
else {
if (argument->head == NULL) {
/* Don't treat initial whitespace as
* part of the arguement. */
* part of the argument. */
if (node->token->type == SPACE)
continue;
}
@ -2414,6 +2414,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
if (extensions->ARB_draw_instanced)
add_builtin_define(parser, "GL_ARB_draw_instanced", 1);
if (extensions->EXT_draw_instanced)
add_builtin_define(parser, "GL_EXT_draw_instanced", 1);
if (extensions->ARB_conservative_depth) {
add_builtin_define(parser, "GL_AMD_conservative_depth", 1);
add_builtin_define(parser, "GL_ARB_conservative_depth", 1);

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@ -265,6 +265,21 @@ static void propagate_precision_expr(ir_instruction *ir, void *data)
}
static void propagate_precision_texture(ir_instruction *ir, void *data)
{
ir_texture* tex = ir->as_texture();
if (!tex)
return;
glsl_precision sampler_prec = tex->sampler->get_precision();
if (tex->get_precision() == sampler_prec || sampler_prec == glsl_precision_undefined)
return;
// set precision of ir_texture node to that of the sampler itself
tex->set_precision(sampler_prec);
((precision_ctx*)data)->res = true;
}
struct undefined_ass_ctx
{
ir_variable* var;
@ -381,8 +396,19 @@ static bool propagate_precision(exec_list* list, bool assign_high_to_undefined)
ctx.root_ir = list;
foreach_in_list(ir_instruction, ir, list)
{
visit_tree (ir, propagate_precision_texture, &ctx);
visit_tree (ir, propagate_precision_deref, &ctx);
bool hadProgress = ctx.res;
ctx.res = false;
visit_tree (ir, propagate_precision_assign, &ctx);
if (ctx.res)
{
// assignment precision propagation might have added precision
// to some variables; need to propagate dereference precision right
// after that too.
visit_tree (ir, propagate_precision_deref, &ctx);
}
ctx.res |= hadProgress;
visit_tree (ir, propagate_precision_call, &ctx);
visit_tree (ir, propagate_precision_expr, &ctx);
}

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@ -562,7 +562,9 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
EXT(AMD_vertex_shader_layer, true, false, AMD_vertex_shader_layer),
EXT(AMD_vertex_shader_viewport_index, true, false, AMD_vertex_shader_viewport_index),
EXT(EXT_draw_buffers, false, true, EXT_draw_buffers),
EXT(EXT_draw_instanced, false, true, EXT_draw_instanced),
EXT(EXT_frag_depth, false, true, EXT_frag_depth),
EXT(EXT_gpu_shader4, true, false, EXT_gpu_shader4),
EXT(EXT_separate_shader_objects, false, true, dummy_true),
EXT(EXT_shader_framebuffer_fetch, false, true, EXT_shader_framebuffer_fetch),
EXT(EXT_shader_integer_mix, true, true, EXT_shader_integer_mix),

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@ -473,8 +473,12 @@ struct _mesa_glsl_parse_state {
bool AMD_vertex_shader_viewport_index_warn;
bool EXT_draw_buffers_enable;
bool EXT_draw_buffers_warn;
bool EXT_draw_instanced_enable;
bool EXT_draw_instanced_warn;
bool EXT_frag_depth_enable;
bool EXT_frag_depth_warn;
bool EXT_gpu_shader4_enable;
bool EXT_gpu_shader4_warn;
bool EXT_separate_shader_objects_enable;
bool EXT_separate_shader_objects_warn;
bool EXT_shader_framebuffer_fetch_enable;

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@ -642,7 +642,7 @@ glsl_type::field_type(const char *name) const
return error_type;
}
glsl_precision
const glsl_precision
glsl_type::field_precision(const char *name) const
{
if (this->base_type != GLSL_TYPE_STRUCT)

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@ -231,6 +231,10 @@ _mesa_print_ir_glsl(exec_list *instructions,
}
if (state->ARB_shader_texture_lod_enable)
str.asprintf_append ("#extension GL_ARB_shader_texture_lod : enable\n");
if (state->ARB_draw_instanced_enable)
str.asprintf_append ("#extension GL_ARB_draw_instanced : enable\n");
if (state->EXT_gpu_shader4_enable)
str.asprintf_append ("#extension GL_EXT_gpu_shader4 : enable\n");
if (state->EXT_shader_texture_lod_enable)
str.asprintf_append ("#extension GL_EXT_shader_texture_lod : enable\n");
if (state->OES_standard_derivatives_enable)
@ -242,7 +246,9 @@ _mesa_print_ir_glsl(exec_list *instructions,
if (state->es_shader && state->language_version < 300)
{
if (state->EXT_draw_buffers_enable)
str.asprintf_append ("#extension GL_EXT_draw_buffers : require\n");
str.asprintf_append ("#extension GL_EXT_draw_buffers : enable\n");
if (state->EXT_draw_instanced_enable)
str.asprintf_append ("#extension GL_EXT_draw_instanced : enable\n");
}
if (state->EXT_shader_framebuffer_fetch_enable)
str.asprintf_append ("#extension GL_EXT_shader_framebuffer_fetch : enable\n");
@ -855,6 +861,7 @@ void ir_print_glsl_visitor::visit(ir_texture *ir)
}
#endif // 0
// texture function name
//ACS: shadow lookups and lookups with dimensionality included in the name were deprecated in 130
if(state->language_version<130)

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@ -101,6 +101,7 @@ struct metal_print_context
, paramsStr(ralloc_strdup(buffer, ""))
, writingParams(false)
, matrixCastsDone(false)
, matrixConstructorsDone(false)
, shadowSamplerDone(false)
, textureCounter(0)
, attributeCounter(0)
@ -118,6 +119,7 @@ struct metal_print_context
string_buffer paramsStr;
bool writingParams;
bool matrixCastsDone;
bool matrixConstructorsDone;
bool shadowSamplerDone;
int textureCounter;
int attributeCounter;
@ -940,22 +942,57 @@ void ir_print_metal_visitor::visit(ir_expression *ir)
bool op0cast = ir->operands[0] && is_different_precision(arg_prec, ir->operands[0]->get_precision());
bool op1cast = ir->operands[1] && is_different_precision(arg_prec, ir->operands[1]->get_precision());
bool op2cast = ir->operands[2] && is_different_precision(arg_prec, ir->operands[2]->get_precision());
const bool op0matrix = ir->operands[0] && ir->operands[0]->type->is_matrix();
const bool op1matrix = ir->operands[1] && ir->operands[1]->type->is_matrix();
bool op0castTo1 = false;
bool op1castTo0 = false;
// Metal does not support matrix precision casts, so when any of the arguments is a matrix,
// take precision from it. This isn't fully robust now, but oh well.
if (op0cast && ir->operands[0]->type->is_matrix() && !op1cast)
if (op0cast && op0matrix && !op1cast)
{
op0cast = false;
arg_prec = ir->operands[0]->get_precision();
op1cast = ir->operands[1] && is_different_precision(arg_prec, ir->operands[1]->get_precision());
}
if (op1cast && ir->operands[1]->type->is_matrix() && !op0cast)
if (op1cast && op1matrix && !op0cast)
{
op1cast = false;
arg_prec = ir->operands[1]->get_precision();
op0cast = ir->operands[0] && is_different_precision(arg_prec, ir->operands[0]->get_precision());
}
// Metal does not have matrix+scalar and matrix-scalar operations; we need to create matrices
// out of the non-matrix argument.
if (ir->operation == ir_binop_add || ir->operation == ir_binop_sub)
{
if (op0matrix && !op1matrix)
{
op1cast = true;
op1castTo0 = true;
}
if (op1matrix && !op0matrix)
{
op0cast = true;
op0castTo1 = true;
}
if (op1castTo0 || op0castTo1)
{
if (!ctx.matrixConstructorsDone)
{
ctx.prefixStr.asprintf_append(
"inline float4x4 _xlinit_float4x4(float v) { return float4x4(float4(v), float4(v), float4(v), float4(v)); }\n"
"inline float3x3 _xlinit_float3x3(float v) { return float3x3(float3(v), float3(v), float3(v)); }\n"
"inline float2x2 _xlinit_float2x2(float v) { return float2x2(float2(v), float2(v)); }\n"
"inline half4x4 _xlinit_half4x4(half v) { return half4x4(half4(v), half4(v), half4(v), half4(v)); }\n"
"inline half3x3 _xlinit_half3x3(half v) { return half3x3(half3(v), half3(v), half3(v)); }\n"
"inline half2x2 _xlinit_half2x2(half v) { return half2x2(half2(v), half2(v)); }\n"
);
ctx.matrixConstructorsDone = true;
}
}
}
const bool rescast = is_different_precision(arg_prec, res_prec) && !ir->type->is_boolean();
if (rescast)
{
@ -1000,6 +1037,7 @@ void ir_print_metal_visitor::visit(ir_expression *ir)
}
else if (is_binop_func_like(ir->operation, ir->type))
{
// binary operation that must be printed like a function, "foo(a,b)"
if (ir->operation == ir_binop_mod)
{
buffer.asprintf_append ("(");
@ -1025,23 +1063,58 @@ void ir_print_metal_visitor::visit(ir_expression *ir)
if (ir->operation == ir_binop_mod)
buffer.asprintf_append ("))");
}
else if (ir->get_num_operands() == 2 && ir->operation == ir_binop_div && op0matrix && !op1matrix)
{
// "matrix/scalar" - Metal does not have it, so print multiply by inverse instead
buffer.asprintf_append ("(");
ir->operands[0]->accept(this);
const bool halfCast = (arg_prec == glsl_precision_medium || arg_prec == glsl_precision_low);
buffer.asprintf_append (halfCast ? " * (1.0h/half(" : " * (1.0/(");
ir->operands[1]->accept(this);
buffer.asprintf_append (")))");
}
else if (ir->get_num_operands() == 2)
{
// regular binary operator
buffer.asprintf_append ("(");
if (ir->operands[0])
{
if (op0cast)
if (op0castTo1)
{
buffer.asprintf_append ("_xlinit_");
print_type_precision(buffer, ir->operands[1]->type, arg_prec, false);
buffer.asprintf_append ("(");
}
else if (op0cast)
{
print_cast (buffer, arg_prec, ir->operands[0]);
}
ir->operands[0]->accept(this);
if (op0castTo1)
{
buffer.asprintf_append (")");
}
}
buffer.asprintf_append (" %s ", operator_glsl_strs[ir->operation]);
if (ir->operands[1])
{
if (op1cast)
if (op1castTo0)
{
buffer.asprintf_append ("_xlinit_");
print_type_precision(buffer, ir->operands[0]->type, arg_prec, false);
buffer.asprintf_append ("(");
}
else if (op1cast)
{
print_cast (buffer, arg_prec, ir->operands[1]);
}
ir->operands[1]->accept(this);
if (op1castTo0)
{
buffer.asprintf_append (")");
}
}
buffer.asprintf_append (")");
}

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@ -256,7 +256,7 @@ namespace {
*
* As uniforms are added to the active set the number of active uniforms and
* the storage requirements for those uniforms are accumulated. The active
* uniforms are added the the hash table supplied to the constructor.
* uniforms are added to the hash table supplied to the constructor.
*
* If the same uniform is added multiple times (i.e., once for each shader
* target), it will only be accounted once.

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@ -28,6 +28,8 @@
static bool is_loop_terminator(ir_if *ir);
static bool used_outside_loops(exec_node *head, ir_variable *var, bool first_assignment);
static bool all_expression_operands_are_loop_constant(ir_rvalue *,
hash_table *);
@ -121,13 +123,20 @@ loop_state::get_for_inductor(const ir_variable *ir)
}
void
loop_state::insert_non_inductor(ir_variable *var)
{
// key doesn't matter, just needs to be non-NULL
hash_table_insert(this->ht_non_inductors, this, var);
}
bool
loop_state::insert_inductor(loop_variable* loopvar, loop_variable_state* state, ir_loop* loop)
{
ir_variable* var = loopvar->var;
// Check if this variable is already marked as "sure can't be a private inductor variable"
if (hash_table_find(this->ht_non_inductors, var))
return;
return false;
// Check if this variable is used after the loop anywhere. If it is, it can't be a
// variable that's private to the loop.
@ -143,7 +152,7 @@ loop_state::insert_inductor(loop_variable* loopvar, loop_variable_state* state,
// add to list of "non inductors", so that next loop does not try
// to add it as inductor again
hash_table_insert(this->ht_non_inductors, state, var);
return;
return false;
}
}
@ -166,12 +175,13 @@ loop_state::insert_inductor(loop_variable* loopvar, loop_variable_state* state,
// add to list of "non inductors", so that next loop does not try
// to add it as inductor again
hash_table_insert(this->ht_non_inductors, state, var);
return;
return false;
}
}
state->private_induction_variable_count++;
hash_table_insert(this->ht_inductors, state, var);
return true;
}
@ -245,6 +255,8 @@ public:
virtual ir_visitor_status visit(ir_loop_jump *);
virtual ir_visitor_status visit(ir_dereference_variable *);
virtual ir_visitor_status visit(ir_variable *);
virtual ir_visitor_status visit_enter(ir_call *);
virtual ir_visitor_status visit_enter(ir_loop *);
@ -288,6 +300,28 @@ loop_analysis::visit(ir_loop_jump *ir)
}
ir_visitor_status
loop_analysis::visit(ir_variable *var)
{
// if inside a loop, simply continue - we're only interested in variables declared
// entirely outside of any loops
if (!this->state.is_empty())
return visit_continue;
// Check if this variable is used outside a loop anywhere. If it is, it can't be a
// variable that's private to the loop, so can't be an inductor.
// This doesn't reject all possible non-inductors, notably anything declared in an
// outer loop that isn't an inductor in an inner loop, but it can eliminate some
// problem cases
if (used_outside_loops(var->next, var, false))
{
// add to list of "non inductors"
loops->insert_non_inductor(var);
}
return visit_continue;
}
ir_visitor_status
loop_analysis::visit_enter(ir_call *)
{
@ -453,9 +487,10 @@ loop_analysis::visit_leave(ir_loop *ir)
if (inc != NULL) {
lv->increment = inc;
if (loops->insert_inductor(lv, ls, ir)) {
lv->remove();
ls->induction_variables.push_tail(lv);
loops->insert_inductor(lv, ls, ir);
}
}
}
@ -699,6 +734,65 @@ is_loop_terminator(ir_if *ir)
}
bool
used_outside_loops(exec_node *head, ir_variable *var, bool first_assignment)
{
ir_variable_refcount_visitor refs;
for (exec_node* node = head;
!node->is_tail_sentinel();
node = node->next)
{
ir_instruction *ir = (ir_instruction *) node;
if (ir->ir_type == ir_type_variable)
continue;
// ignore the first assignment
if (!first_assignment && ir->ir_type == ir_type_assignment)
{
ir_assignment *assign = ir->as_assignment();
ir_variable *assignee = assign->lhs->whole_variable_referenced();
if(assignee == var)
{
first_assignment = true;
continue;
}
}
// we don't want to recurse into loops
if (ir->ir_type == ir_type_loop)
continue;
// recurse only for if statements, the other case we would need to recurse is
// loops, but we are looking for uses outside of loops.
if (ir->ir_type == ir_type_if)
{
ir_if *irif = ir->as_if();
if (used_outside_loops(irif->then_instructions.head, var, first_assignment))
return true;
if (used_outside_loops(irif->else_instructions.head, var, first_assignment))
return true;
// if we didn't find in each branch with our recursion, skip
// otherwise the accept (&refs) below will recurse into loops
// and may give a false positive.
continue;
}
// we know that we're not inside a loop as we haven't recursed inside,
// and we started outside of a loop, so any references to this variable
// mean it is used outside of any loops
ir->accept (&refs);
if (refs.find_variable_entry(var))
{
return true;
}
}
return false;
}
loop_state *
analyze_loop_variables(exec_list *instructions)
{

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@ -249,7 +249,8 @@ public:
loop_variable_state *insert(ir_loop *ir);
loop_variable_state* get_for_inductor (const ir_variable*);
void insert_inductor(loop_variable* loopvar, loop_variable_state* state, ir_loop* loop);
bool insert_inductor(loop_variable* loopvar, loop_variable_state* state, ir_loop* loop);
void insert_non_inductor(ir_variable *var);
bool loop_found;

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@ -569,8 +569,8 @@ private:
* return pack_uvec2_to_uint(uvec2(
* round(clamp(VEC2_RVALUE, 0.0f, 1.0f) * 65535.0f)));
*
* Here it is safe to directly convert the vec2 to uvec2 because the the
* vec2 has been clamped to a non-negative range.
* Here it is safe to directly convert the vec2 to uvec2 because the vec2
* has been clamped to a non-negative range.
*/
assert(vec2_rval->type == glsl_type::vec2_type);

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@ -35,7 +35,7 @@
* the built-in varyings have pre-assigned locations. Also, the elimination
* of unused gl_TexCoord elements requires its own lowering pass anyway.
*
* It's implemented by replacing all occurences of dead varyings with
* It's implemented by replacing all occurrences of dead varyings with
* temporary variables, which creates dead code. It is recommended to run
* a dead-code elimination pass after this.
*
@ -280,7 +280,7 @@ public:
*
* We're going to break down the gl_TexCoord array into separate
* variables. First, add declarations of the new variables all
* occurences of gl_TexCoord will be replaced with.
* occurrences of gl_TexCoord will be replaced with.
*/
if (info->lower_texcoord_array) {
prepare_array(ir, this->new_texcoord, ARRAY_SIZE(this->new_texcoord),
@ -411,7 +411,7 @@ public:
* variable dereference representing gl_TexCoord[i].
*/
if (this->info->lower_texcoord_array) {
/* gl_TexCoord[i] occurence */
/* gl_TexCoord[i] occurrence */
ir_dereference_array *const da = (*rvalue)->as_dereference_array();
if (da && da->variable_referenced() ==
@ -425,7 +425,7 @@ public:
/* Same for gl_FragData. */
if (this->info->lower_fragdata_array) {
/* gl_FragData[i] occurence */
/* gl_FragData[i] occurrence */
ir_dereference_array *const da = (*rvalue)->as_dereference_array();
if (da && da->variable_referenced() == this->info->fragdata_array) {

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@ -150,7 +150,7 @@ ir_call::generate_inline(ir_instruction *next_ir)
parameters[i]->data.precision = param->get_precision();
prec_params_max = higher_precision (prec_params_max, (glsl_precision)parameters[i]->data.precision);
/* Remove the read-only decoration becuase we're going to write
/* Remove the read-only decoration because we're going to write
* directly to this variable. If the cloned variable is left
* read-only and the inlined function is inside a loop, the loop
* analysis code will get confused.

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@ -106,6 +106,8 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Extensions.OES_EGL_image_external = true;
ctx->Extensions.OES_standard_derivatives = true;
ctx->Extensions.EXT_draw_instanced = true;
ctx->Extensions.EXT_gpu_shader4 = true;
ctx->Extensions.EXT_shader_integer_mix = true;
ctx->Extensions.EXT_texture3D = true;
ctx->Extensions.EXT_texture_array = true;
@ -113,6 +115,8 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Extensions.NV_texture_rectangle = true;
ctx->Const.AllowGLSLExtensionDirectiveMidShader = true; // makes it easier to run tests
ctx->Const.GLSLVersion = 120;
/* 1.20 minimums. */

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@ -1491,6 +1491,7 @@ struct gl_extensions
GLboolean EXT_depth_bounds_test;
GLboolean EXT_draw_buffers;
GLboolean EXT_draw_buffers2;
GLboolean EXT_draw_instanced;
GLboolean EXT_framebuffer_blit;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_framebuffer_multisample_blit_scaled;

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@ -116,8 +116,8 @@ extern void hash_table_insert(struct hash_table *ht, void *data,
* Add an element to a hash table with replacement
*
* \return
* 1 if it did replace the the value (in which case the old key is kept), 0 if
* it did not replace the value (in which case the new key is kept).
* 1 if it did replace the value (in which case the old key is kept), 0 if it
* did not replace the value (in which case the new key is kept).
*
* \warning
* If \c key is already in the hash table, \c data will \b replace the most

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@ -5,7 +5,8 @@ void main ()
discard;
};
a_2 = 4.0;
for (int i_1 = 0; i_1 < 10; i_1++, a_2 += 1.0) {
for (int i_1 = 0; i_1 < 10; i_1++) {
a_2 += 1.0;
};
while (true) {
a_2 += 2.0;

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@ -7,7 +7,8 @@ void main ()
discard;
};
a_2 = 4.0;
for (highp int i_1 = 0; i_1 < 10; i_1++, a_2 += 1.0) {
for (highp int i_1 = 0; i_1 < 10; i_1++) {
a_2 += 1.0;
};
while (true) {
a_2 += 2.0;

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@ -16,7 +16,8 @@ fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]]
discard_fragment();
};
a_2 = 4.0;
for (int i_1 = 0; i_1 < 10; i_1++, a_2 += 1.0) {
for (int i_1 = 0; i_1 < 10; i_1++) {
a_2 += 1.0;
};
while (true) {
a_2 += 2.0;

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@ -5,16 +5,24 @@ void main ()
int myIdx_2;
r_1 = vec4(0.0, 0.0, 0.0, 0.0);
myIdx_2 = 1;
for (; myIdx_2 < loopNum; myIdx_2++) {
while (true) {
if ((myIdx_2 >= loopNum)) {
break;
};
r_1.x = (r_1.x + 1.0);
r_1.y = (r_1.y + 2.0);
r_1.z = (r_1.z + 3.0);
myIdx_2++;
};
myIdx_2 = 2;
for (; myIdx_2 < loopNum; myIdx_2++) {
while (true) {
if ((myIdx_2 >= loopNum)) {
break;
};
r_1.x = (r_1.x + 1.0);
r_1.y = (r_1.y + 2.0);
r_1.z = (r_1.z + 3.0);
myIdx_2++;
};
gl_FragColor = r_1;
}

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@ -0,0 +1,15 @@
#version 300 es
// There was a bug where due to xll_tex2Dlod sampling of a _CameraDepthTexture (that is a highp sampler)
// was producing a missing cast between half4 and float4 on Metal output.
// Shader is a minimal part of Unity's camera motion blur shader that exposes the bug
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return textureLod(s, coord.xy, coord.w); }
uniform highp sampler2D _CameraDepthTexture;
in highp vec2 varUV;
out mediump vec4 _fragData;
void main()
{
highp float z = xll_tex2Dlod(_CameraDepthTexture, vec4(varUV, 0.0, 0.0)).x;
_fragData = vec4(z);
}

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@ -0,0 +1,17 @@
#version 300 es
uniform highp sampler2D _CameraDepthTexture;
in highp vec2 varUV;
out mediump vec4 _fragData;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = textureLod (_CameraDepthTexture, varUV, 0.0).xxxx;
_fragData = tmpvar_1;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: varUV (high float) 2x1 [-1]
// textures: 1
// #0: _CameraDepthTexture (high 2d) 0x0 [-1]

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@ -0,0 +1,26 @@
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float2 varUV;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<float> _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
float4 tmpvar_1;
tmpvar_1 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.varUV), level(0.0)).xxxx;
_mtl_o._fragData = half4(tmpvar_1);
return _mtl_o;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: varUV (high float) 2x1 [-1]
// textures: 1
// #0: _CameraDepthTexture (high 2d) 0x0 [-1] loc 0

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@ -0,0 +1,118 @@
#version 300 es
// There was a bug where due to xll_tex2Dlod sampling of a _CameraDepthTexture (that is a highp sampler)
// was producing a missing cast between half4 and float4 on Metal output.
// Shader is part of Unity's camera motion blur shader.
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return textureLod( s, coord.xy, coord.w); }
struct v2f {
highp vec4 pos;
highp vec2 uv;
};
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp mat4 _Object2World;
uniform highp mat4 _World2Object;
uniform highp float _MaxRadiusOrKInPaper;
const highp int SmallDiscKernelSamples = 12;
const highp vec2[12] SmallDiscKernel = vec2[12]( vec2( -0.326212, -0.40581), vec2( -0.840144, -0.07358), vec2( -0.695914, 0.457137), vec2( -0.203345, 0.620716), vec2( 0.96234, -0.194983), vec2( 0.473434, -0.480026), vec2( 0.519456, 0.767022), vec2( 0.185461, -0.893124), vec2( 0.507431, 0.064425), vec2( 0.89642, 0.412458), vec2( -0.32194, -0.932615), vec2( -0.791559, -0.59771));
uniform sampler2D _MainTex;
uniform highp sampler2D _CameraDepthTexture;
uniform sampler2D _VelTex;
uniform sampler2D _NeighbourMaxTex;
uniform sampler2D _NoiseTex;
uniform sampler2D _TileTexDebug;
uniform highp vec4 _MainTex_TexelSize;
uniform highp vec4 _CameraDepthTexture_TexelSize;
uniform highp vec4 _VelTex_TexelSize;
uniform highp mat4 _InvViewProj;
uniform highp mat4 _PrevViewProj;
uniform highp mat4 _ToPrevViewProjCombined;
uniform highp float _Jitter;
uniform highp float _VelocityScale;
uniform highp float _DisplayVelocityScale;
uniform highp float _MaxVelocity;
uniform highp float _MinVelocity;
uniform highp vec4 _BlurDirectionPacked;
uniform highp float _SoftZDistance;
highp float Linear01Depth( in highp float z )
{
return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
}
highp float cone( in highp vec2 px, in highp vec2 py, in highp vec2 v )
{
return clamp( (1.0 - (length((px - py)) / length(v))), 0.0, 1.0);
}
highp float cylinder( in highp vec2 x, in highp vec2 y, in highp vec2 v )
{
highp float lv = length(v);
return (1.0 - smoothstep( (0.95 * lv), (1.05 * lv), length((x - y))));
}
highp float softDepthCompare( in highp float za, in highp float zb )
{
return clamp( (1.0 - ((za - zb) / _SoftZDistance)), 0.0, 1.0);
}
highp vec4 ReconstructionDiscBlur( in v2f i )
{
highp vec2 xf = i.uv;
highp vec2 x = i.uv;
if ((_MainTex_TexelSize.y < 0.0))
{
xf.y = (1.0 - xf.y);
}
highp vec2 x2 = xf;
highp vec2 vn = xll_tex2Dlod(_NeighbourMaxTex, vec4(x2, 0.0, 0.0)).xy;
highp vec4 cx = xll_tex2Dlod(_MainTex, vec4(x, 0.0, 0.0));
highp vec2 vx = xll_tex2Dlod(_VelTex, vec4(xf, 0.0, 0.0)).xy;
highp vec4 noise = ((xll_tex2Dlod( _NoiseTex, (vec4(i.uv, 0.0, 0.0) * 11.0)) * 2.0) - 1.0);
highp float zx = xll_tex2Dlod(_CameraDepthTexture, vec4(x, 0.0, 0.0)).x;
zx = (-Linear01Depth( zx));
noise *= (_MainTex_TexelSize.xyxy * _Jitter);
highp float weight = 1.0;
highp vec4 sum = (cx * weight);
highp vec4 jitteredDir = (vn.xyxy + noise.xyyz);
jitteredDir = ((max( abs(jitteredDir.xyxy), ((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15)) * sign(jitteredDir.xyxy)) * vec4( 1.0, 1.0, -1.0, -1.0));
highp int l = 0;
for ( ; (l < 12); (l++)) {
highp vec4 y = (i.uv.xyxy + ((jitteredDir.xyxy * SmallDiscKernel[l].xyxy) * vec4( 1.0, 1.0, -1.0, -1.0)));
highp vec4 yf = y;
if ((_MainTex_TexelSize.y < 0.0)){
yf.yw = (1.0 - yf.yw);
}
highp vec2 vy = xll_tex2Dlod( _VelTex, vec4( yf.xy, 0.0, 0.0)).xy;
highp float zy = xll_tex2Dlod( _CameraDepthTexture, vec4( y.xy, 0.0, 0.0)).x;
zy = (-Linear01Depth( zy));
highp float f = softDepthCompare( zx, zy);
highp float b = softDepthCompare( zy, zx);
highp float alphay = (((b * cone( x, y.xy, vx)) + (f * cone( y.xy, x, vy))) + ((cylinder( y.xy, x, vy) * cylinder( x, y.xy, vx)) * 2.0));
highp vec4 cy = xll_tex2Dlod( _MainTex, vec4( y.xy, 0.0, 0.0));
sum += (cy * alphay);
weight += alphay;
}
return (sum / weight);
}
in highp vec2 xlv_TEXCOORD0;
out mediump vec4 _fragData;
void main() {
highp vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2(xlv_TEXCOORD0);
xl_retval = ReconstructionDiscBlur(xlt_i);
_fragData = vec4(xl_retval);
}

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@ -0,0 +1,161 @@
#version 300 es
uniform highp vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform highp sampler2D _CameraDepthTexture;
uniform sampler2D _VelTex;
uniform sampler2D _NeighbourMaxTex;
uniform sampler2D _NoiseTex;
uniform highp vec4 _MainTex_TexelSize;
uniform highp float _Jitter;
uniform highp float _MaxVelocity;
uniform highp float _SoftZDistance;
in highp vec2 xlv_TEXCOORD0;
out mediump vec4 _fragData;
void main ()
{
highp vec2 tmpvar_1;
tmpvar_1 = xlv_TEXCOORD0;
highp vec4 jitteredDir_3;
highp vec4 sum_4;
highp float weight_5;
highp float zx_6;
highp vec2 vx_7;
highp vec2 x_8;
highp vec2 xf_9;
xf_9 = xlv_TEXCOORD0;
x_8 = xlv_TEXCOORD0;
if ((_MainTex_TexelSize.y < 0.0)) {
xf_9.y = (1.0 - xlv_TEXCOORD0.y);
};
lowp vec4 tmpvar_10;
tmpvar_10 = textureLod (_NeighbourMaxTex, xf_9, 0.0);
highp vec2 tmpvar_11;
tmpvar_11 = tmpvar_10.xy;
lowp vec4 tmpvar_12;
tmpvar_12 = textureLod (_MainTex, xlv_TEXCOORD0, 0.0);
highp vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
lowp vec4 tmpvar_14;
tmpvar_14 = textureLod (_VelTex, xf_9, 0.0);
highp vec2 tmpvar_15;
tmpvar_15 = tmpvar_14.xy;
vx_7 = tmpvar_15;
highp vec4 tmpvar_16;
tmpvar_16.zw = vec2(0.0, 0.0);
tmpvar_16.xy = xlv_TEXCOORD0;
highp vec4 coord_17;
coord_17 = (tmpvar_16 * 11.0);
lowp vec4 tmpvar_18;
tmpvar_18 = textureLod (_NoiseTex, coord_17.xy, coord_17.w);
highp vec4 tmpvar_19;
tmpvar_19 = ((tmpvar_18 * 2.0) - 1.0);
zx_6 = -((1.0/((
(_ZBufferParams.x * textureLod (_CameraDepthTexture, xlv_TEXCOORD0, 0.0).x)
+ _ZBufferParams.y))));
weight_5 = 1.0;
sum_4 = tmpvar_13;
highp vec4 tmpvar_20;
tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_MainTex_TexelSize.xyxy * _Jitter)).xyyz);
jitteredDir_3 = ((max (
abs(tmpvar_20.xyxy)
,
((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15)
) * sign(tmpvar_20.xyxy)) * vec4(1.0, 1.0, -1.0, -1.0));
for (highp int l_2 = 0; l_2 < 12; l_2++) {
highp float zy_21;
highp vec4 yf_22;
highp vec4 tmpvar_23;
tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * vec2[12](vec2(-0.326212, -0.40581), vec2(-0.840144, -0.07358), vec2(-0.695914, 0.457137), vec2(-0.203345, 0.620716), vec2(0.96234, -0.194983), vec2(0.473434, -0.480026), vec2(0.519456, 0.767022), vec2(0.185461, -0.893124), vec2(0.507431, 0.064425), vec2(0.89642, 0.412458), vec2(-0.32194, -0.932615), vec2(-0.791559, -0.59771))[l_2].xyxy) * vec4(1.0, 1.0, -1.0, -1.0)));
yf_22 = tmpvar_23;
if ((_MainTex_TexelSize.y < 0.0)) {
yf_22.yw = (1.0 - tmpvar_23.yw);
};
lowp vec4 tmpvar_24;
tmpvar_24 = textureLod (_VelTex, yf_22.xy, 0.0);
highp vec2 tmpvar_25;
tmpvar_25 = tmpvar_24.xy;
zy_21 = -((1.0/((
(_ZBufferParams.x * textureLod (_CameraDepthTexture, tmpvar_23.xy, 0.0).x)
+ _ZBufferParams.y))));
highp vec2 x_26;
x_26 = (x_8 - tmpvar_23.xy);
highp vec2 x_27;
x_27 = (tmpvar_23.xy - x_8);
highp float tmpvar_28;
tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
highp vec2 x_29;
x_29 = (tmpvar_23.xy - x_8);
highp float edge0_30;
edge0_30 = (0.95 * tmpvar_28);
highp float tmpvar_31;
tmpvar_31 = clamp (((
sqrt(dot (x_29, x_29))
- edge0_30) / (
(1.05 * tmpvar_28)
- edge0_30)), 0.0, 1.0);
highp float tmpvar_32;
tmpvar_32 = sqrt(dot (vx_7, vx_7));
highp vec2 x_33;
x_33 = (x_8 - tmpvar_23.xy);
highp float edge0_34;
edge0_34 = (0.95 * tmpvar_32);
highp float tmpvar_35;
tmpvar_35 = clamp (((
sqrt(dot (x_33, x_33))
- edge0_34) / (
(1.05 * tmpvar_32)
- edge0_34)), 0.0, 1.0);
highp float tmpvar_36;
tmpvar_36 = (((
clamp ((1.0 - ((zy_21 - zx_6) / _SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_26, x_26)
) / sqrt(
dot (vx_7, vx_7)
))), 0.0, 1.0)
) + (
clamp ((1.0 - ((zx_6 - zy_21) / _SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_27, x_27)
) / sqrt(
dot (tmpvar_25, tmpvar_25)
))), 0.0, 1.0)
)) + ((
(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
(2.0 * tmpvar_31)
))))
*
(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
(2.0 * tmpvar_35)
))))
) * 2.0));
lowp vec4 tmpvar_37;
tmpvar_37 = textureLod (_MainTex, tmpvar_23.xy, 0.0);
highp vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
weight_5 = (weight_5 + tmpvar_36);
};
highp vec4 tmpvar_39;
tmpvar_39 = (sum_4 / weight_5);
_fragData = tmpvar_39;
}
// stats: 99 alu 8 tex 4 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 5 (total size: 0)
// #0: _ZBufferParams (high float) 4x1 [-1]
// #1: _MainTex_TexelSize (high float) 4x1 [-1]
// #2: _Jitter (high float) 1x1 [-1]
// #3: _MaxVelocity (high float) 1x1 [-1]
// #4: _SoftZDistance (high float) 1x1 [-1]
// textures: 5
// #0: _MainTex (low 2d) 0x0 [-1]
// #1: _CameraDepthTexture (high 2d) 0x0 [-1]
// #2: _VelTex (low 2d) 0x0 [-1]
// #3: _NeighbourMaxTex (low 2d) 0x0 [-1]
// #4: _NoiseTex (low 2d) 0x0 [-1]

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@ -0,0 +1,171 @@
#include <metal_stdlib>
using namespace metal;
constant float2 _xlat_mtl_const1[12] = {float2(-0.326212, -0.40581), float2(-0.840144, -0.07358), float2(-0.695914, 0.457137), float2(-0.203345, 0.620716), float2(0.96234, -0.194983), float2(0.473434, -0.480026), float2(0.519456, 0.767022), float2(0.185461, -0.893124), float2(0.507431, 0.064425), float2(0.89642, 0.412458), float2(-0.32194, -0.932615), float2(-0.791559, -0.59771)};
struct xlatMtlShaderInput {
float2 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
float4 _ZBufferParams;
float4 _MainTex_TexelSize;
float _Jitter;
float _MaxVelocity;
float _SoftZDistance;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]]
, texture2d<float> _CameraDepthTexture [[texture(1)]], sampler _mtlsmp__CameraDepthTexture [[sampler(1)]]
, texture2d<half> _VelTex [[texture(2)]], sampler _mtlsmp__VelTex [[sampler(2)]]
, texture2d<half> _NeighbourMaxTex [[texture(3)]], sampler _mtlsmp__NeighbourMaxTex [[sampler(3)]]
, texture2d<half> _NoiseTex [[texture(4)]], sampler _mtlsmp__NoiseTex [[sampler(4)]])
{
xlatMtlShaderOutput _mtl_o;
float2 tmpvar_1;
tmpvar_1 = _mtl_i.xlv_TEXCOORD0;
float4 jitteredDir_3;
float4 sum_4;
float weight_5;
float zx_6;
float2 vx_7;
float2 x_8;
float2 xf_9;
xf_9 = _mtl_i.xlv_TEXCOORD0;
x_8 = _mtl_i.xlv_TEXCOORD0;
if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
xf_9.y = (1.0 - _mtl_i.xlv_TEXCOORD0.y);
};
half4 tmpvar_10;
tmpvar_10 = _NeighbourMaxTex.sample(_mtlsmp__NeighbourMaxTex, (float2)(xf_9), level(0.0));
float2 tmpvar_11;
tmpvar_11 = float2(tmpvar_10.xy);
half4 tmpvar_12;
tmpvar_12 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0));
float4 tmpvar_13;
tmpvar_13 = float4(tmpvar_12);
half4 tmpvar_14;
tmpvar_14 = _VelTex.sample(_mtlsmp__VelTex, (float2)(xf_9), level(0.0));
float2 tmpvar_15;
tmpvar_15 = float2(tmpvar_14.xy);
vx_7 = tmpvar_15;
float4 tmpvar_16;
tmpvar_16.zw = float2(0.0, 0.0);
tmpvar_16.xy = _mtl_i.xlv_TEXCOORD0;
float4 coord_17;
coord_17 = (tmpvar_16 * 11.0);
half4 tmpvar_18;
tmpvar_18 = _NoiseTex.sample(_mtlsmp__NoiseTex, (float2)(coord_17.xy), level(coord_17.w));
float4 tmpvar_19;
tmpvar_19 = float4(((tmpvar_18 * (half)2.0) - (half)1.0));
zx_6 = -((1.0/((
(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0)).x)
+ _mtl_u._ZBufferParams.y))));
weight_5 = 1.0;
sum_4 = tmpvar_13;
float4 tmpvar_20;
tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._Jitter)).xyyz);
jitteredDir_3 = ((max (
abs(tmpvar_20.xyxy)
,
((_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._MaxVelocity) * 0.15)
) * sign(tmpvar_20.xyxy)) * float4(1.0, 1.0, -1.0, -1.0));
for (int l_2 = 0; l_2 < 12; l_2++) {
float zy_21;
float4 yf_22;
float4 tmpvar_23;
tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * _xlat_mtl_const1[l_2].xyxy) * float4(1.0, 1.0, -1.0, -1.0)));
yf_22 = tmpvar_23;
if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
yf_22.yw = (1.0 - tmpvar_23.yw);
};
half4 tmpvar_24;
tmpvar_24 = _VelTex.sample(_mtlsmp__VelTex, (float2)(yf_22.xy), level(0.0));
float2 tmpvar_25;
tmpvar_25 = float2(tmpvar_24.xy);
zy_21 = -((1.0/((
(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(tmpvar_23.xy), level(0.0)).x)
+ _mtl_u._ZBufferParams.y))));
float2 x_26;
x_26 = (x_8 - tmpvar_23.xy);
float2 x_27;
x_27 = (tmpvar_23.xy - x_8);
float tmpvar_28;
tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
float2 x_29;
x_29 = (tmpvar_23.xy - x_8);
float edge0_30;
edge0_30 = (0.95 * tmpvar_28);
float tmpvar_31;
tmpvar_31 = clamp (((
sqrt(dot (x_29, x_29))
- edge0_30) / (
(1.05 * tmpvar_28)
- edge0_30)), 0.0, 1.0);
float tmpvar_32;
tmpvar_32 = sqrt(dot (vx_7, vx_7));
float2 x_33;
x_33 = (x_8 - tmpvar_23.xy);
float edge0_34;
edge0_34 = (0.95 * tmpvar_32);
float tmpvar_35;
tmpvar_35 = clamp (((
sqrt(dot (x_33, x_33))
- edge0_34) / (
(1.05 * tmpvar_32)
- edge0_34)), 0.0, 1.0);
float tmpvar_36;
tmpvar_36 = (((
clamp ((1.0 - ((zy_21 - zx_6) / _mtl_u._SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_26, x_26)
) / sqrt(
dot (vx_7, vx_7)
))), 0.0, 1.0)
) + (
clamp ((1.0 - ((zx_6 - zy_21) / _mtl_u._SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_27, x_27)
) / sqrt(
dot (tmpvar_25, tmpvar_25)
))), 0.0, 1.0)
)) + ((
(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
(2.0 * tmpvar_31)
))))
*
(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
(2.0 * tmpvar_35)
))))
) * 2.0));
half4 tmpvar_37;
tmpvar_37 = _MainTex.sample(_mtlsmp__MainTex, (float2)(tmpvar_23.xy), level(0.0));
float4 tmpvar_38;
tmpvar_38 = float4(tmpvar_37);
sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
weight_5 = (weight_5 + tmpvar_36);
};
float4 tmpvar_39;
tmpvar_39 = (sum_4 / weight_5);
_mtl_o._fragData = half4(tmpvar_39);
return _mtl_o;
}
// stats: 99 alu 8 tex 4 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 5 (total size: 44)
// #0: _ZBufferParams (high float) 4x1 [-1] loc 0
// #1: _MainTex_TexelSize (high float) 4x1 [-1] loc 16
// #2: _Jitter (high float) 1x1 [-1] loc 32
// #3: _MaxVelocity (high float) 1x1 [-1] loc 36
// #4: _SoftZDistance (high float) 1x1 [-1] loc 40
// textures: 5
// #0: _MainTex (low 2d) 0x0 [-1] loc 0
// #1: _CameraDepthTexture (high 2d) 0x0 [-1] loc 1
// #2: _VelTex (low 2d) 0x0 [-1] loc 2
// #3: _NeighbourMaxTex (low 2d) 0x0 [-1] loc 3
// #4: _NoiseTex (low 2d) 0x0 [-1] loc 4

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struct v2f {
highp vec2 uv;
highp vec3 nl;
};
uniform sampler2D _MainTex;
uniform highp vec4 _TerrainTreeLightColors[4];
lowp vec4 xlat_main (in v2f i) {
lowp vec4 col = texture2D( _MainTex, i.uv);
mediump vec3 light = vec3(0.0);
if(col.x >= 0.0) {
for (float j = 0.0; (j < i.uv.x); (j++)) {
light += col.xyz;
}
}
if(col.x >= 1.0) {
float j = i.uv.y;
j *= sin(j);
light += col.xyz*j;
}
return vec4(light, 1.0);
}
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
void main() {
v2f i;
i.uv = xlv_uv;
i.nl = xlv_nl;
gl_FragData[0] = xlat_main(i);
}

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uniform sampler2D _MainTex;
varying highp vec2 xlv_uv;
void main ()
{
lowp vec4 tmpvar_1;
highp vec2 tmpvar_2;
tmpvar_2 = xlv_uv;
mediump vec3 light_3;
lowp vec4 col_4;
lowp vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, xlv_uv);
col_4 = tmpvar_5;
light_3 = vec3(0.0, 0.0, 0.0);
if ((tmpvar_5.x >= 0.0)) {
for (highp float j_6 = 0.0; j_6 < tmpvar_2.x; j_6 += 1.0) {
light_3 = (light_3 + col_4.xyz);
};
};
if ((tmpvar_5.x >= 1.0)) {
highp float j_7;
j_7 = (xlv_uv.y * sin(xlv_uv.y));
light_3 = (light_3 + (tmpvar_5.xyz * j_7));
};
mediump vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = light_3;
tmpvar_1 = tmpvar_8;
gl_FragData[0] = tmpvar_1;
}
// stats: 12 alu 1 tex 4 flow
// inputs: 1
// #0: xlv_uv (high float) 2x1 [-1]
// textures: 1
// #0: _MainTex (low 2d) 0x0 [-1]

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struct v2f {
highp vec2 uv;
highp vec3 nl;
};
uniform sampler2D _MainTex;
uniform highp vec4 _TerrainTreeLightColors[4];
lowp vec4 xlat_main (in v2f i) {
lowp vec4 col = texture2D( _MainTex, i.uv);
mediump vec3 light = vec3(0.0);
if(col.x >= 0.0) {
for (float j = 0.0; (j < i.uv.x); (j++)) {
light += col.xyz;
}
}
return vec4(light, 1.0);
}
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
void main() {
v2f i;
i.uv = xlv_uv;
i.nl = xlv_nl;
gl_FragData[0] = xlat_main(i);
}

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uniform sampler2D _MainTex;
varying highp vec2 xlv_uv;
void main ()
{
lowp vec4 tmpvar_1;
highp vec2 tmpvar_2;
tmpvar_2 = xlv_uv;
mediump vec3 light_3;
lowp vec4 col_4;
lowp vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, xlv_uv);
col_4 = tmpvar_5;
light_3 = vec3(0.0, 0.0, 0.0);
if ((tmpvar_5.x >= 0.0)) {
for (highp float j_6 = 0.0; j_6 < tmpvar_2.x; j_6 += 1.0) {
light_3 = (light_3 + col_4.xyz);
};
};
mediump vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = light_3;
tmpvar_1 = tmpvar_7;
gl_FragData[0] = tmpvar_1;
}
// stats: 7 alu 1 tex 3 flow
// inputs: 1
// #0: xlv_uv (high float) 2x1 [-1]
// textures: 1
// #0: _MainTex (low 2d) 0x0 [-1]

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#version 300 es
// Shader below was causing invalid matrix assignment (different types, i.e. half3x3 vs float3x3)
// in the resulting Metal code. Caused by some combination of matrix transposes and other operations
// on them.
mat3 xll_transpose_mf3x3(mat3 m) {
return mat3( m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; }
struct SurfaceOutput {
lowp vec3 Albedo;
lowp vec3 Normal;
lowp vec3 Emission;
mediump float Specular;
lowp float Gloss;
lowp float Alpha;
};
struct Input {
highp vec2 uv_PanelTex;
highp vec2 uv2_DecalTex;
};
struct v2f_surf {
highp vec4 pos;
highp vec4 pack0;
highp vec4 tSpace0;
highp vec4 tSpace1;
highp vec4 tSpace2;
};
uniform highp vec4 _WorldSpaceLightPos0;
uniform sampler2D _PanelNorm;
uniform sampler2D _DecalNorm;
highp vec3 UnityWorldSpaceLightDir( in highp vec3 worldPos ) {
return (_WorldSpaceLightPos0.xyz - (worldPos * _WorldSpaceLightPos0.w));
}
void surf( in Input IN, inout SurfaceOutput o ) {
lowp vec3 baseNormal = ((texture( _DecalNorm, IN.uv2_DecalTex).xyz * 2.0) - 1.0);
lowp vec3 detailNormal = ((texture( _PanelNorm, IN.uv_PanelTex).xyz * 2.0) - 1.0);
highp mat3 nBasis = xll_transpose_mf3x3(mat3( vec3( baseNormal.z, baseNormal.y, (-baseNormal.x)), vec3( baseNormal.x, baseNormal.z, (-baseNormal.y)), vec3( baseNormal.x, baseNormal.y, baseNormal.z)));
lowp vec3 combinedNormal = normalize((((detailNormal.x * xll_matrixindex_mf3x3_i (nBasis, 0)) + (detailNormal.y * xll_matrixindex_mf3x3_i (nBasis, 1))) + (detailNormal.z * xll_matrixindex_mf3x3_i (nBasis, 2))));
combinedNormal *= 1.0;
o.Normal = combinedNormal;
}
lowp vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
surfIN.uv_PanelTex = IN.pack0.xy;
surfIN.uv2_DecalTex = IN.pack0.zw;
highp vec3 worldPos = vec3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
lowp vec3 lightDir = normalize(UnityWorldSpaceLightDir( worldPos));
SurfaceOutput o;
o.Albedo = vec3( 0.0);
o.Emission = vec3( 0.0);
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
lowp vec3 normalWorldVertex = vec3( 0.0, 0.0, 1.0);
surf( surfIN, o);
lowp vec3 worldN;
worldN.x = dot( IN.tSpace0.xyz, o.Normal);
worldN.y = dot( IN.tSpace1.xyz, o.Normal);
worldN.z = dot( IN.tSpace2.xyz, o.Normal);
o.Normal = worldN;
lowp vec4 res;
res.xyz = ((o.Normal * 0.5) + 0.5);
res.w = o.Specular;
return res;
}
in highp vec4 xlv_TEXCOORD0;
in highp vec4 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
out lowp vec4 _fragData;
void main() {
lowp vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.pack0 = vec4(xlv_TEXCOORD0);
xlt_IN.tSpace0 = vec4(xlv_TEXCOORD1);
xlt_IN.tSpace1 = vec4(xlv_TEXCOORD2);
xlt_IN.tSpace2 = vec4(xlv_TEXCOORD3);
xl_retval = frag_surf( xlt_IN);
_fragData = vec4(xl_retval);
}

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#version 300 es
uniform sampler2D _PanelNorm;
uniform sampler2D _DecalNorm;
in highp vec4 xlv_TEXCOORD0;
in highp vec4 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
out lowp vec4 _fragData;
void main ()
{
lowp vec4 res_1;
lowp vec3 worldN_2;
lowp vec3 combinedNormal_3;
lowp vec3 tmpvar_4;
tmpvar_4 = ((texture (_DecalNorm, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
lowp vec3 tmpvar_5;
tmpvar_5 = ((texture (_PanelNorm, xlv_TEXCOORD0.xy).xyz * 2.0) - 1.0);
lowp vec3 tmpvar_6;
tmpvar_6.x = tmpvar_4.z;
tmpvar_6.y = tmpvar_4.y;
tmpvar_6.z = -(tmpvar_4.x);
lowp vec3 tmpvar_7;
tmpvar_7.x = tmpvar_4.x;
tmpvar_7.y = tmpvar_4.z;
tmpvar_7.z = -(tmpvar_4.y);
highp mat3 tmpvar_8;
lowp mat3 tmpvar_9;
tmpvar_9[uint(0)].x = tmpvar_6.x;
tmpvar_9[uint(0)].y = tmpvar_7.x;
tmpvar_9[uint(0)].z = tmpvar_4.x;
tmpvar_9[1u].x = tmpvar_6.y;
tmpvar_9[1u].y = tmpvar_7.y;
tmpvar_9[1u].z = tmpvar_4.y;
tmpvar_9[2u].x = tmpvar_6.z;
tmpvar_9[2u].y = tmpvar_7.z;
tmpvar_9[2u].z = tmpvar_4.z;
tmpvar_8 = tmpvar_9;
highp vec3 v_10;
v_10.x = tmpvar_8[0].x;
v_10.y = tmpvar_8[1].x;
v_10.z = tmpvar_8[2].x;
highp vec3 v_11;
v_11.x = tmpvar_8[0].y;
v_11.y = tmpvar_8[1].y;
v_11.z = tmpvar_8[2].y;
highp vec3 v_12;
v_12.x = tmpvar_8[0].z;
v_12.y = tmpvar_8[1].z;
v_12.z = tmpvar_8[2].z;
combinedNormal_3 = normalize(((
(tmpvar_5.x * v_10)
+
(tmpvar_5.y * v_11)
) + (tmpvar_5.z * v_12)));
highp float tmpvar_13;
tmpvar_13 = dot (xlv_TEXCOORD1.xyz, combinedNormal_3);
worldN_2.x = tmpvar_13;
highp float tmpvar_14;
tmpvar_14 = dot (xlv_TEXCOORD2.xyz, combinedNormal_3);
worldN_2.y = tmpvar_14;
highp float tmpvar_15;
tmpvar_15 = dot (xlv_TEXCOORD3.xyz, combinedNormal_3);
worldN_2.z = tmpvar_15;
res_1.xyz = ((worldN_2 * 0.5) + 0.5);
res_1.w = 0.0;
_fragData = res_1;
}
// stats: 18 alu 2 tex 0 flow
// inputs: 4
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
// #2: xlv_TEXCOORD2 (high float) 4x1 [-1]
// #3: xlv_TEXCOORD3 (high float) 4x1 [-1]
// textures: 2
// #0: _PanelNorm (low 2d) 0x0 [-1]
// #1: _DecalNorm (low 2d) 0x0 [-1]

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#include <metal_stdlib>
using namespace metal;
inline float4x4 _xlcast_float4x4(half4x4 v) { return float4x4(float4(v[0]), float4(v[1]), float4(v[2]), float4(v[3])); }
inline float3x3 _xlcast_float3x3(half3x3 v) { return float3x3(float3(v[0]), float3(v[1]), float3(v[2])); }
inline float2x2 _xlcast_float2x2(half2x2 v) { return float2x2(float2(v[0]), float2(v[1])); }
inline half4x4 _xlcast_half4x4(float4x4 v) { return half4x4(half4(v[0]), half4(v[1]), half4(v[2]), half4(v[3])); }
inline half3x3 _xlcast_half3x3(float3x3 v) { return half3x3(half3(v[0]), half3(v[1]), half3(v[2])); }
inline half2x2 _xlcast_half2x2(float2x2 v) { return half2x2(half2(v[0]), half2(v[1])); }
struct xlatMtlShaderInput {
float4 xlv_TEXCOORD0;
float4 xlv_TEXCOORD1;
float4 xlv_TEXCOORD2;
float4 xlv_TEXCOORD3;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> _PanelNorm [[texture(0)]], sampler _mtlsmp__PanelNorm [[sampler(0)]]
, texture2d<half> _DecalNorm [[texture(1)]], sampler _mtlsmp__DecalNorm [[sampler(1)]])
{
xlatMtlShaderOutput _mtl_o;
half4 res_1;
half3 worldN_2;
half3 combinedNormal_3;
half3 tmpvar_4;
tmpvar_4 = ((_DecalNorm.sample(_mtlsmp__DecalNorm, (float2)(_mtl_i.xlv_TEXCOORD0.zw)).xyz * (half)2.0) - (half)1.0);
half3 tmpvar_5;
tmpvar_5 = ((_PanelNorm.sample(_mtlsmp__PanelNorm, (float2)(_mtl_i.xlv_TEXCOORD0.xy)).xyz * (half)2.0) - (half)1.0);
half3 tmpvar_6;
tmpvar_6.x = tmpvar_4.z;
tmpvar_6.y = tmpvar_4.y;
tmpvar_6.z = -(tmpvar_4.x);
half3 tmpvar_7;
tmpvar_7.x = tmpvar_4.x;
tmpvar_7.y = tmpvar_4.z;
tmpvar_7.z = -(tmpvar_4.y);
float3x3 tmpvar_8;
half3x3 tmpvar_9;
tmpvar_9[0].x = tmpvar_6.x;
tmpvar_9[0].y = tmpvar_7.x;
tmpvar_9[0].z = tmpvar_4.x;
tmpvar_9[1].x = tmpvar_6.y;
tmpvar_9[1].y = tmpvar_7.y;
tmpvar_9[1].z = tmpvar_4.y;
tmpvar_9[2].x = tmpvar_6.z;
tmpvar_9[2].y = tmpvar_7.z;
tmpvar_9[2].z = tmpvar_4.z;
tmpvar_8 = _xlcast_float3x3(tmpvar_9);
float3 v_10;
v_10.x = tmpvar_8[0].x;
v_10.y = tmpvar_8[1].x;
v_10.z = tmpvar_8[2].x;
float3 v_11;
v_11.x = tmpvar_8[0].y;
v_11.y = tmpvar_8[1].y;
v_11.z = tmpvar_8[2].y;
float3 v_12;
v_12.x = tmpvar_8[0].z;
v_12.y = tmpvar_8[1].z;
v_12.z = tmpvar_8[2].z;
combinedNormal_3 = normalize(((
((half3)((float)tmpvar_5.x * v_10))
+
((half3)((float)tmpvar_5.y * v_11))
) + ((half3)((float)tmpvar_5.z * v_12))));
float tmpvar_13;
tmpvar_13 = dot (_mtl_i.xlv_TEXCOORD1.xyz, (float3)combinedNormal_3);
worldN_2.x = half(tmpvar_13);
float tmpvar_14;
tmpvar_14 = dot (_mtl_i.xlv_TEXCOORD2.xyz, (float3)combinedNormal_3);
worldN_2.y = half(tmpvar_14);
float tmpvar_15;
tmpvar_15 = dot (_mtl_i.xlv_TEXCOORD3.xyz, (float3)combinedNormal_3);
worldN_2.z = half(tmpvar_15);
res_1.xyz = ((worldN_2 * (half)0.5) + (half)0.5);
res_1.w = half(0.0);
_mtl_o._fragData = res_1;
return _mtl_o;
}
// stats: 18 alu 2 tex 0 flow
// inputs: 4
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
// #2: xlv_TEXCOORD2 (high float) 4x1 [-1]
// #3: xlv_TEXCOORD3 (high float) 4x1 [-1]
// textures: 2
// #0: _PanelNorm (low 2d) 0x0 [-1] loc 0
// #1: _DecalNorm (low 2d) 0x0 [-1] loc 1

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#version 300 es
out mediump vec4 _fragData;
uniform highp float _Speed;
uniform highp vec4 _Time;
highp vec4 func( in highp vec2 uv )
{
highp float s = sin(_Speed * _Time.x);
highp float c = cos(_Speed * _Time.x);
highp mat2 rotationMatrix = mat2(c, s, -s, c);
// various operations on a matrix
rotationMatrix = rotationMatrix * 2.0;
rotationMatrix = rotationMatrix - 1.0;
rotationMatrix = s - rotationMatrix;
rotationMatrix = c + rotationMatrix;
rotationMatrix /= s;
mediump mat2 halfMatrix = mat2(c, s, -s, c);
halfMatrix = halfMatrix * 2.0;
halfMatrix = halfMatrix - 1.0;
halfMatrix = s - halfMatrix;
halfMatrix = c + halfMatrix;
halfMatrix /= s;
return vec4((rotationMatrix * uv), (halfMatrix * uv));
}
in highp vec2 uv;
void main() {
_fragData = func(uv);
}

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#version 300 es
out mediump vec4 _fragData;
uniform highp float _Speed;
uniform highp vec4 _Time;
in highp vec2 uv;
void main ()
{
mediump mat2 halfMatrix_1;
highp mat2 rotationMatrix_2;
highp float tmpvar_3;
highp float tmpvar_4;
tmpvar_4 = (_Speed * _Time.x);
tmpvar_3 = sin(tmpvar_4);
highp float tmpvar_5;
tmpvar_5 = cos(tmpvar_4);
highp mat2 tmpvar_6;
tmpvar_6[uint(0)].x = tmpvar_5;
tmpvar_6[uint(0)].y = tmpvar_3;
tmpvar_6[1u].x = -(tmpvar_3);
tmpvar_6[1u].y = tmpvar_5;
rotationMatrix_2 = (tmpvar_6 * 2.0);
rotationMatrix_2 = (rotationMatrix_2 - 1.0);
rotationMatrix_2 = (tmpvar_3 - rotationMatrix_2);
rotationMatrix_2 = (tmpvar_5 + rotationMatrix_2);
rotationMatrix_2 = (rotationMatrix_2 / tmpvar_3);
highp mat2 tmpvar_7;
tmpvar_7[uint(0)].x = tmpvar_5;
tmpvar_7[uint(0)].y = tmpvar_3;
tmpvar_7[1u].x = -(tmpvar_3);
tmpvar_7[1u].y = tmpvar_5;
halfMatrix_1 = tmpvar_7;
halfMatrix_1 = (halfMatrix_1 * 2.0);
halfMatrix_1 = (halfMatrix_1 - 1.0);
halfMatrix_1 = (tmpvar_3 - halfMatrix_1);
halfMatrix_1 = (tmpvar_5 + halfMatrix_1);
halfMatrix_1 = (halfMatrix_1 / tmpvar_3);
highp vec4 tmpvar_8;
tmpvar_8.xy = (rotationMatrix_2 * uv);
tmpvar_8.zw = (halfMatrix_1 * uv);
_fragData = tmpvar_8;
}
// stats: 17 alu 0 tex 0 flow
// inputs: 1
// #0: uv (high float) 2x1 [-1]
// uniforms: 2 (total size: 0)
// #0: _Speed (high float) 1x1 [-1]
// #1: _Time (high float) 4x1 [-1]

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#include <metal_stdlib>
using namespace metal;
inline float4x4 _xlinit_float4x4(float v) { return float4x4(float4(v), float4(v), float4(v), float4(v)); }
inline float3x3 _xlinit_float3x3(float v) { return float3x3(float3(v), float3(v), float3(v)); }
inline float2x2 _xlinit_float2x2(float v) { return float2x2(float2(v), float2(v)); }
inline half4x4 _xlinit_half4x4(half v) { return half4x4(half4(v), half4(v), half4(v), half4(v)); }
inline half3x3 _xlinit_half3x3(half v) { return half3x3(half3(v), half3(v), half3(v)); }
inline half2x2 _xlinit_half2x2(half v) { return half2x2(half2(v), half2(v)); }
inline float4x4 _xlcast_float4x4(half4x4 v) { return float4x4(float4(v[0]), float4(v[1]), float4(v[2]), float4(v[3])); }
inline float3x3 _xlcast_float3x3(half3x3 v) { return float3x3(float3(v[0]), float3(v[1]), float3(v[2])); }
inline float2x2 _xlcast_float2x2(half2x2 v) { return float2x2(float2(v[0]), float2(v[1])); }
inline half4x4 _xlcast_half4x4(float4x4 v) { return half4x4(half4(v[0]), half4(v[1]), half4(v[2]), half4(v[3])); }
inline half3x3 _xlcast_half3x3(float3x3 v) { return half3x3(half3(v[0]), half3(v[1]), half3(v[2])); }
inline half2x2 _xlcast_half2x2(float2x2 v) { return half2x2(half2(v[0]), half2(v[1])); }
struct xlatMtlShaderInput {
float2 uv;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
float _Speed;
float4 _Time;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half2x2 halfMatrix_1;
float2x2 rotationMatrix_2;
float tmpvar_3;
float tmpvar_4;
tmpvar_4 = (_mtl_u._Speed * _mtl_u._Time.x);
tmpvar_3 = sin(tmpvar_4);
float tmpvar_5;
tmpvar_5 = cos(tmpvar_4);
float2x2 tmpvar_6;
tmpvar_6[0].x = tmpvar_5;
tmpvar_6[0].y = tmpvar_3;
tmpvar_6[1].x = -(tmpvar_3);
tmpvar_6[1].y = tmpvar_5;
rotationMatrix_2 = (tmpvar_6 * 2.0);
rotationMatrix_2 = (rotationMatrix_2 - _xlinit_float2x2(1.0));
rotationMatrix_2 = (_xlinit_float2x2(tmpvar_3) - rotationMatrix_2);
rotationMatrix_2 = (_xlinit_float2x2(tmpvar_5) + rotationMatrix_2);
rotationMatrix_2 = (rotationMatrix_2 * (1.0/(tmpvar_3)));
float2x2 tmpvar_7;
tmpvar_7[0].x = tmpvar_5;
tmpvar_7[0].y = tmpvar_3;
tmpvar_7[1].x = -(tmpvar_3);
tmpvar_7[1].y = tmpvar_5;
halfMatrix_1 = _xlcast_half2x2(tmpvar_7);
halfMatrix_1 = (halfMatrix_1 * (half)2.0);
halfMatrix_1 = (halfMatrix_1 - _xlinit_half2x2(1.0));
halfMatrix_1 = _xlcast_half2x2(((float2x2)(_xlinit_half2x2(tmpvar_3) - halfMatrix_1)));
halfMatrix_1 = _xlcast_half2x2(((float2x2)(_xlinit_half2x2(tmpvar_5) + halfMatrix_1)));
halfMatrix_1 = _xlcast_half2x2(((float2x2)(halfMatrix_1 * (1.0h/half(tmpvar_3)))));
float4 tmpvar_8;
tmpvar_8.xy = (rotationMatrix_2 * _mtl_i.uv);
tmpvar_8.zw = ((float2)(halfMatrix_1 * (half2)_mtl_i.uv));
_mtl_o._fragData = half4(tmpvar_8);
return _mtl_o;
}
// stats: 17 alu 0 tex 0 flow
// inputs: 1
// #0: uv (high float) 2x1 [-1]
// uniforms: 2 (total size: 32)
// #0: _Speed (high float) 1x1 [-1] loc 0
// #1: _Time (high float) 4x1 [-1] loc 16

View File

@ -1,4 +1,4 @@
#extension GL_EXT_draw_buffers : require
#extension GL_EXT_draw_buffers : enable
void main ()
{
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);

View File

@ -12,7 +12,8 @@ void main ()
discard;
};
c_1 = 0.0;
for (highp int i_2 = tmpvar_3; i_2 < 4; i_2++, c_1 = (c_1 + xx)) {
for (highp int i_2 = tmpvar_3; i_2 < 4; i_2++) {
c_1 = (c_1 + xx);
};
lowp vec4 tmpvar_4;
tmpvar_4 = vec4(c_1);

View File

@ -5,13 +5,13 @@ uniform mediump float _EmberFadeStart;
varying mediump vec2 xlv_TEXCOORD0;
void main ()
{
mediump float x_1;
x_1 = ((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd));
lowp float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
lowp float tmpvar_1;
mediump float tmpvar_2;
tmpvar_2 = clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0);
tmpvar_1 = tmpvar_2;
lowp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(tmpvar_2));
tmpvar_3.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(tmpvar_1));
gl_FragColor = tmpvar_3;
}

View File

@ -11,21 +11,17 @@ void main ()
lowp vec4 tmpvar_2;
tmpvar_2 = texture2D (texlow, varUV.xy);
c_1 = tmpvar_2;
mediump vec4 tmpvar_3;
tmpvar_3 = texture2D (texmed, varUV.xy);
c_1 = (c_1 + texture2D (texmed, varUV.xy));
highp vec4 tmpvar_3;
tmpvar_3 = texture2D (texhigh, varUV.xy);
c_1 = (c_1 + tmpvar_3);
highp vec4 tmpvar_4;
tmpvar_4 = texture2D (texhigh, varUV.xy);
lowp vec4 tmpvar_4;
tmpvar_4 = textureCube (cubelow, varUV.xyz);
c_1 = (c_1 + tmpvar_4);
lowp vec4 tmpvar_5;
tmpvar_5 = textureCube (cubelow, varUV.xyz);
c_1 = (c_1 + textureCube (cubemed, varUV.xyz));
highp vec4 tmpvar_5;
tmpvar_5 = textureCube (cubehigh, varUV.xyz);
c_1 = (c_1 + tmpvar_5);
mediump vec4 tmpvar_6;
tmpvar_6 = textureCube (cubemed, varUV.xyz);
c_1 = (c_1 + tmpvar_6);
highp vec4 tmpvar_7;
tmpvar_7 = textureCube (cubehigh, varUV.xyz);
c_1 = (c_1 + tmpvar_7);
gl_FragData[0] = c_1;
}

View File

@ -13,21 +13,17 @@ void main ()
lowp vec4 tmpvar_2;
tmpvar_2 = texture (texlow, varUV.xy);
c_1 = tmpvar_2;
mediump vec4 tmpvar_3;
tmpvar_3 = texture (texmed, varUV.xy);
c_1 = (c_1 + texture (texmed, varUV.xy));
highp vec4 tmpvar_3;
tmpvar_3 = texture (texhigh, varUV.xy);
c_1 = (c_1 + tmpvar_3);
highp vec4 tmpvar_4;
tmpvar_4 = texture (texhigh, varUV.xy);
lowp vec4 tmpvar_4;
tmpvar_4 = texture (cubelow, varUV.xyz);
c_1 = (c_1 + tmpvar_4);
lowp vec4 tmpvar_5;
tmpvar_5 = texture (cubelow, varUV.xyz);
c_1 = (c_1 + texture (cubemed, varUV.xyz));
highp vec4 tmpvar_5;
tmpvar_5 = texture (cubehigh, varUV.xyz);
c_1 = (c_1 + tmpvar_5);
mediump vec4 tmpvar_6;
tmpvar_6 = texture (cubemed, varUV.xyz);
c_1 = (c_1 + tmpvar_6);
highp vec4 tmpvar_7;
tmpvar_7 = texture (cubehigh, varUV.xyz);
c_1 = (c_1 + tmpvar_7);
_fragData = c_1;
}

View File

@ -21,21 +21,17 @@ fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]]
half4 tmpvar_2;
tmpvar_2 = texlow.sample(_mtlsmp_texlow, (float2)(_mtl_i.varUV.xy));
c_1 = tmpvar_2;
half4 tmpvar_3;
tmpvar_3 = texmed.sample(_mtlsmp_texmed, (float2)(_mtl_i.varUV.xy));
c_1 = (c_1 + tmpvar_3);
float4 tmpvar_4;
tmpvar_4 = float4(texhigh.sample(_mtlsmp_texhigh, (float2)(_mtl_i.varUV.xy)));
c_1 = half4(((float4)c_1 + tmpvar_4));
half4 tmpvar_5;
tmpvar_5 = cubelow.sample(_mtlsmp_cubelow, (float3)(_mtl_i.varUV.xyz));
c_1 = (c_1 + tmpvar_5);
half4 tmpvar_6;
tmpvar_6 = cubemed.sample(_mtlsmp_cubemed, (float3)(_mtl_i.varUV.xyz));
c_1 = (c_1 + tmpvar_6);
float4 tmpvar_7;
tmpvar_7 = float4(cubehigh.sample(_mtlsmp_cubehigh, (float3)(_mtl_i.varUV.xyz)));
c_1 = half4(((float4)c_1 + tmpvar_7));
c_1 = (c_1 + texmed.sample(_mtlsmp_texmed, (float2)(_mtl_i.varUV.xy)));
float4 tmpvar_3;
tmpvar_3 = texhigh.sample(_mtlsmp_texhigh, (float2)(_mtl_i.varUV.xy));
c_1 = half4(((float4)c_1 + tmpvar_3));
half4 tmpvar_4;
tmpvar_4 = cubelow.sample(_mtlsmp_cubelow, (float3)(_mtl_i.varUV.xyz));
c_1 = (c_1 + tmpvar_4);
c_1 = (c_1 + cubemed.sample(_mtlsmp_cubemed, (float3)(_mtl_i.varUV.xyz)));
float4 tmpvar_5;
tmpvar_5 = cubehigh.sample(_mtlsmp_cubehigh, (float3)(_mtl_i.varUV.xyz));
c_1 = half4(((float4)c_1 + tmpvar_5));
_mtl_o._fragData = c_1;
return _mtl_o;
}

View File

@ -53,116 +53,116 @@ void main ()
highp float range_37;
highp float lumaN_38;
highp float lumaS_39;
highp vec4 rgbyM_40;
highp vec2 posM_41;
posM_41 = xlv_TEXCOORD0;
highp vec2 posM_40;
posM_40 = xlv_TEXCOORD0;
highp vec4 tmpvar_41;
lowp vec4 tmpvar_42;
tmpvar_42 = impl_low_texture2DLodEXT (_MainTex, xlv_TEXCOORD0, 0.0);
rgbyM_40 = tmpvar_42;
tmpvar_41 = tmpvar_42;
highp vec4 tmpvar_43;
tmpvar_43.zw = vec2(0.0, 0.0);
tmpvar_43.xy = (xlv_TEXCOORD0 + (vec2(0.0, 1.0) * _MainTex_TexelSize.xy));
lowp vec4 tmpvar_44;
tmpvar_44 = impl_low_texture2DLodEXT (_MainTex, tmpvar_43.xy, 0.0);
highp vec4 rgba_45;
rgba_45 = tmpvar_44;
lumaS_39 = rgba_45.w;
highp vec4 tmpvar_44;
lowp vec4 tmpvar_45;
tmpvar_45 = impl_low_texture2DLodEXT (_MainTex, tmpvar_43.xy, 0.0);
tmpvar_44 = tmpvar_45;
lumaS_39 = tmpvar_44.w;
highp vec4 tmpvar_46;
tmpvar_46.zw = vec2(0.0, 0.0);
tmpvar_46.xy = (xlv_TEXCOORD0 + (vec2(1.0, 0.0) * _MainTex_TexelSize.xy));
lowp vec4 tmpvar_47;
tmpvar_47 = impl_low_texture2DLodEXT (_MainTex, tmpvar_46.xy, 0.0);
highp float tmpvar_48;
highp vec4 rgba_49;
rgba_49 = tmpvar_47;
tmpvar_48 = rgba_49.w;
highp vec4 tmpvar_47;
lowp vec4 tmpvar_48;
tmpvar_48 = impl_low_texture2DLodEXT (_MainTex, tmpvar_46.xy, 0.0);
tmpvar_47 = tmpvar_48;
highp float tmpvar_49;
tmpvar_49 = tmpvar_47.w;
highp vec4 tmpvar_50;
tmpvar_50.zw = vec2(0.0, 0.0);
tmpvar_50.xy = (xlv_TEXCOORD0 + (vec2(0.0, -1.0) * _MainTex_TexelSize.xy));
lowp vec4 tmpvar_51;
tmpvar_51 = impl_low_texture2DLodEXT (_MainTex, tmpvar_50.xy, 0.0);
highp vec4 rgba_52;
rgba_52 = tmpvar_51;
lumaN_38 = rgba_52.w;
highp vec4 tmpvar_51;
lowp vec4 tmpvar_52;
tmpvar_52 = impl_low_texture2DLodEXT (_MainTex, tmpvar_50.xy, 0.0);
tmpvar_51 = tmpvar_52;
lumaN_38 = tmpvar_51.w;
highp vec4 tmpvar_53;
tmpvar_53.zw = vec2(0.0, 0.0);
tmpvar_53.xy = (xlv_TEXCOORD0 + (vec2(-1.0, 0.0) * _MainTex_TexelSize.xy));
lowp vec4 tmpvar_54;
tmpvar_54 = impl_low_texture2DLodEXT (_MainTex, tmpvar_53.xy, 0.0);
highp float tmpvar_55;
highp vec4 rgba_56;
rgba_56 = tmpvar_54;
tmpvar_55 = rgba_56.w;
highp vec4 tmpvar_54;
lowp vec4 tmpvar_55;
tmpvar_55 = impl_low_texture2DLodEXT (_MainTex, tmpvar_53.xy, 0.0);
tmpvar_54 = tmpvar_55;
highp float tmpvar_56;
tmpvar_56 = tmpvar_54.w;
highp float tmpvar_57;
tmpvar_57 = max (max (rgba_52.w, rgba_56.w), max (max (rgba_49.w, rgba_45.w), rgbyM_40.w));
range_37 = (tmpvar_57 - min (min (rgba_52.w, rgba_56.w), min (
min (rgba_49.w, rgba_45.w)
, rgbyM_40.w)));
tmpvar_57 = max (max (tmpvar_51.w, tmpvar_54.w), max (max (tmpvar_47.w, tmpvar_44.w), tmpvar_41.w));
range_37 = (tmpvar_57 - min (min (tmpvar_51.w, tmpvar_54.w), min (
min (tmpvar_47.w, tmpvar_44.w)
, tmpvar_41.w)));
if ((range_37 < max (0.0833, (tmpvar_57 * 0.166)))) {
tmpvar_2 = rgbyM_40;
tmpvar_2 = tmpvar_41;
} else {
highp vec4 tmpvar_58;
tmpvar_58.zw = vec2(0.0, 0.0);
tmpvar_58.xy = (xlv_TEXCOORD0 - _MainTex_TexelSize.xy);
lowp vec4 tmpvar_59;
tmpvar_59 = impl_low_texture2DLodEXT (_MainTex, tmpvar_58.xy, 0.0);
highp vec4 rgba_60;
rgba_60 = tmpvar_59;
highp vec4 tmpvar_59;
lowp vec4 tmpvar_60;
tmpvar_60 = impl_low_texture2DLodEXT (_MainTex, tmpvar_58.xy, 0.0);
tmpvar_59 = tmpvar_60;
highp vec4 tmpvar_61;
tmpvar_61.zw = vec2(0.0, 0.0);
tmpvar_61.xy = (xlv_TEXCOORD0 + _MainTex_TexelSize.xy);
lowp vec4 tmpvar_62;
tmpvar_62 = impl_low_texture2DLodEXT (_MainTex, tmpvar_61.xy, 0.0);
highp vec4 rgba_63;
rgba_63 = tmpvar_62;
highp vec4 tmpvar_62;
lowp vec4 tmpvar_63;
tmpvar_63 = impl_low_texture2DLodEXT (_MainTex, tmpvar_61.xy, 0.0);
tmpvar_62 = tmpvar_63;
highp vec4 tmpvar_64;
tmpvar_64.zw = vec2(0.0, 0.0);
tmpvar_64.xy = (xlv_TEXCOORD0 + (vec2(1.0, -1.0) * _MainTex_TexelSize.xy));
lowp vec4 tmpvar_65;
tmpvar_65 = impl_low_texture2DLodEXT (_MainTex, tmpvar_64.xy, 0.0);
highp vec4 rgba_66;
rgba_66 = tmpvar_65;
highp vec4 tmpvar_65;
lowp vec4 tmpvar_66;
tmpvar_66 = impl_low_texture2DLodEXT (_MainTex, tmpvar_64.xy, 0.0);
tmpvar_65 = tmpvar_66;
highp vec4 tmpvar_67;
tmpvar_67.zw = vec2(0.0, 0.0);
tmpvar_67.xy = (xlv_TEXCOORD0 + (vec2(-1.0, 1.0) * _MainTex_TexelSize.xy));
lowp vec4 tmpvar_68;
tmpvar_68 = impl_low_texture2DLodEXT (_MainTex, tmpvar_67.xy, 0.0);
highp vec4 rgba_69;
rgba_69 = tmpvar_68;
lumaNS_36 = (rgba_52.w + rgba_45.w);
lumaWE_35 = (rgba_56.w + rgba_49.w);
highp vec4 tmpvar_68;
lowp vec4 tmpvar_69;
tmpvar_69 = impl_low_texture2DLodEXT (_MainTex, tmpvar_67.xy, 0.0);
tmpvar_68 = tmpvar_69;
lumaNS_36 = (tmpvar_51.w + tmpvar_44.w);
lumaWE_35 = (tmpvar_54.w + tmpvar_47.w);
subpixRcpRange_34 = (1.0/(range_37));
lumaNESE_33 = (rgba_66.w + rgba_63.w);
lumaNWSW_32 = (rgba_60.w + rgba_69.w);
lumaNESE_33 = (tmpvar_65.w + tmpvar_62.w);
lumaNWSW_32 = (tmpvar_59.w + tmpvar_68.w);
lengthSign_31 = fxaaQualityRcpFrame_1.x;
horzSpan_30 = ((abs(
((-2.0 * rgba_56.w) + lumaNWSW_32)
((-2.0 * tmpvar_54.w) + lumaNWSW_32)
) + (
(abs(((-2.0 * rgbyM_40.w) + lumaNS_36)) * 2.0)
(abs(((-2.0 * tmpvar_41.w) + lumaNS_36)) * 2.0)
+
abs(((-2.0 * rgba_49.w) + lumaNESE_33))
abs(((-2.0 * tmpvar_47.w) + lumaNESE_33))
)) >= (abs(
((-2.0 * rgba_45.w) + (rgba_69.w + rgba_63.w))
((-2.0 * tmpvar_44.w) + (tmpvar_68.w + tmpvar_62.w))
) + (
(abs(((-2.0 * rgbyM_40.w) + lumaWE_35)) * 2.0)
(abs(((-2.0 * tmpvar_41.w) + lumaWE_35)) * 2.0)
+
abs(((-2.0 * rgba_52.w) + (rgba_60.w + rgba_66.w)))
abs(((-2.0 * tmpvar_51.w) + (tmpvar_59.w + tmpvar_65.w)))
)));
subpixA_29 = (((lumaNS_36 + lumaWE_35) * 2.0) + (lumaNWSW_32 + lumaNESE_33));
if (!(horzSpan_30)) {
lumaN_38 = tmpvar_55;
lumaN_38 = tmpvar_56;
};
if (!(horzSpan_30)) {
lumaS_39 = tmpvar_48;
lumaS_39 = tmpvar_49;
};
if (horzSpan_30) {
lengthSign_31 = fxaaQualityRcpFrame_1.y;
};
subpixB_28 = ((subpixA_29 * 0.0833333) - rgbyM_40.w);
gradientN_27 = (lumaN_38 - rgbyM_40.w);
gradientS_26 = (lumaS_39 - rgbyM_40.w);
lumaNN_25 = (lumaN_38 + rgbyM_40.w);
lumaSS_24 = (lumaS_39 + rgbyM_40.w);
subpixB_28 = ((subpixA_29 * 0.0833333) - tmpvar_41.w);
gradientN_27 = (lumaN_38 - tmpvar_41.w);
gradientS_26 = (lumaS_39 - tmpvar_41.w);
lumaNN_25 = (lumaN_38 + tmpvar_41.w);
lumaSS_24 = (lumaS_39 + tmpvar_41.w);
pairN_23 = (abs(gradientN_27) >= abs(gradientS_26));
highp float tmpvar_70;
tmpvar_70 = max (abs(gradientN_27), abs(gradientS_26));
@ -195,25 +195,25 @@ void main ()
posP_20.x = (posB_22.x + tmpvar_72);
posP_20.y = (posB_22.y + tmpvar_73);
subpixD_19 = ((-2.0 * tmpvar_71) + 3.0);
lowp vec4 tmpvar_74;
tmpvar_74 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_75;
rgba_75 = tmpvar_74;
lumaEndN_18 = rgba_75.w;
highp vec4 tmpvar_74;
lowp vec4 tmpvar_75;
tmpvar_75 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_74 = tmpvar_75;
lumaEndN_18 = tmpvar_74.w;
subpixE_17 = (tmpvar_71 * tmpvar_71);
lowp vec4 tmpvar_76;
tmpvar_76 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_77;
rgba_77 = tmpvar_76;
lumaEndP_16 = rgba_77.w;
highp vec4 tmpvar_76;
lowp vec4 tmpvar_77;
tmpvar_77 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_76 = tmpvar_77;
lumaEndP_16 = tmpvar_76.w;
if (!(pairN_23)) {
lumaNN_25 = lumaSS_24;
};
gradientScaled_15 = (tmpvar_70 / 4.0);
subpixF_14 = (subpixD_19 * subpixE_17);
lumaMLTZero_13 = ((rgbyM_40.w - (lumaNN_25 * 0.5)) < 0.0);
lumaEndN_18 = (rgba_75.w - (lumaNN_25 * 0.5));
lumaEndP_16 = (rgba_77.w - (lumaNN_25 * 0.5));
lumaMLTZero_13 = ((tmpvar_41.w - (lumaNN_25 * 0.5)) < 0.0);
lumaEndN_18 = (tmpvar_74.w - (lumaNN_25 * 0.5));
lumaEndP_16 = (tmpvar_76.w - (lumaNN_25 * 0.5));
doneN_12 = (abs(lumaEndN_18) >= gradientScaled_15);
doneP_11 = (abs(lumaEndP_16) >= gradientScaled_15);
if (!(doneN_12)) {
@ -231,18 +231,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_78;
tmpvar_78 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_79;
rgba_79 = tmpvar_78;
lumaEndN_18 = rgba_79.w;
highp vec4 tmpvar_78;
lowp vec4 tmpvar_79;
tmpvar_79 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_78 = tmpvar_79;
lumaEndN_18 = tmpvar_78.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_80;
tmpvar_80 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_81;
rgba_81 = tmpvar_80;
lumaEndP_16 = rgba_81.w;
highp vec4 tmpvar_80;
lowp vec4 tmpvar_81;
tmpvar_81 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_80 = tmpvar_81;
lumaEndP_16 = tmpvar_80.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -267,18 +267,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_82;
tmpvar_82 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_83;
rgba_83 = tmpvar_82;
lumaEndN_18 = rgba_83.w;
highp vec4 tmpvar_82;
lowp vec4 tmpvar_83;
tmpvar_83 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_82 = tmpvar_83;
lumaEndN_18 = tmpvar_82.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_84;
tmpvar_84 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_85;
rgba_85 = tmpvar_84;
lumaEndP_16 = rgba_85.w;
highp vec4 tmpvar_84;
lowp vec4 tmpvar_85;
tmpvar_85 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_84 = tmpvar_85;
lumaEndP_16 = tmpvar_84.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -303,18 +303,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_86;
tmpvar_86 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_87;
rgba_87 = tmpvar_86;
lumaEndN_18 = rgba_87.w;
highp vec4 tmpvar_86;
lowp vec4 tmpvar_87;
tmpvar_87 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_86 = tmpvar_87;
lumaEndN_18 = tmpvar_86.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_88;
tmpvar_88 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_89;
rgba_89 = tmpvar_88;
lumaEndP_16 = rgba_89.w;
highp vec4 tmpvar_88;
lowp vec4 tmpvar_89;
tmpvar_89 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_88 = tmpvar_89;
lumaEndP_16 = tmpvar_88.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -339,18 +339,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_90;
tmpvar_90 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_91;
rgba_91 = tmpvar_90;
lumaEndN_18 = rgba_91.w;
highp vec4 tmpvar_90;
lowp vec4 tmpvar_91;
tmpvar_91 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_90 = tmpvar_91;
lumaEndN_18 = tmpvar_90.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_92;
tmpvar_92 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_93;
rgba_93 = tmpvar_92;
lumaEndP_16 = rgba_93.w;
highp vec4 tmpvar_92;
lowp vec4 tmpvar_93;
tmpvar_93 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_92 = tmpvar_93;
lumaEndP_16 = tmpvar_92.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -375,18 +375,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_94;
tmpvar_94 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_95;
rgba_95 = tmpvar_94;
lumaEndN_18 = rgba_95.w;
highp vec4 tmpvar_94;
lowp vec4 tmpvar_95;
tmpvar_95 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_94 = tmpvar_95;
lumaEndN_18 = tmpvar_94.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_96;
tmpvar_96 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_97;
rgba_97 = tmpvar_96;
lumaEndP_16 = rgba_97.w;
highp vec4 tmpvar_96;
lowp vec4 tmpvar_97;
tmpvar_97 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_96 = tmpvar_97;
lumaEndP_16 = tmpvar_96.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -411,18 +411,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_98;
tmpvar_98 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_99;
rgba_99 = tmpvar_98;
lumaEndN_18 = rgba_99.w;
highp vec4 tmpvar_98;
lowp vec4 tmpvar_99;
tmpvar_99 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_98 = tmpvar_99;
lumaEndN_18 = tmpvar_98.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_100;
tmpvar_100 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_101;
rgba_101 = tmpvar_100;
lumaEndP_16 = rgba_101.w;
highp vec4 tmpvar_100;
lowp vec4 tmpvar_101;
tmpvar_101 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_100 = tmpvar_101;
lumaEndP_16 = tmpvar_100.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -447,18 +447,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_102;
tmpvar_102 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_103;
rgba_103 = tmpvar_102;
lumaEndN_18 = rgba_103.w;
highp vec4 tmpvar_102;
lowp vec4 tmpvar_103;
tmpvar_103 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_102 = tmpvar_103;
lumaEndN_18 = tmpvar_102.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_104;
tmpvar_104 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_105;
rgba_105 = tmpvar_104;
lumaEndP_16 = rgba_105.w;
highp vec4 tmpvar_104;
lowp vec4 tmpvar_105;
tmpvar_105 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_104 = tmpvar_105;
lumaEndP_16 = tmpvar_104.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -483,18 +483,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_106;
tmpvar_106 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_107;
rgba_107 = tmpvar_106;
lumaEndN_18 = rgba_107.w;
highp vec4 tmpvar_106;
lowp vec4 tmpvar_107;
tmpvar_107 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_106 = tmpvar_107;
lumaEndN_18 = tmpvar_106.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_108;
tmpvar_108 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_109;
rgba_109 = tmpvar_108;
lumaEndP_16 = rgba_109.w;
highp vec4 tmpvar_108;
lowp vec4 tmpvar_109;
tmpvar_109 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_108 = tmpvar_109;
lumaEndP_16 = tmpvar_108.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -519,18 +519,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_110;
tmpvar_110 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_111;
rgba_111 = tmpvar_110;
lumaEndN_18 = rgba_111.w;
highp vec4 tmpvar_110;
lowp vec4 tmpvar_111;
tmpvar_111 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_110 = tmpvar_111;
lumaEndN_18 = tmpvar_110.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_112;
tmpvar_112 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_113;
rgba_113 = tmpvar_112;
lumaEndP_16 = rgba_113.w;
highp vec4 tmpvar_112;
lowp vec4 tmpvar_113;
tmpvar_113 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_112 = tmpvar_113;
lumaEndP_16 = tmpvar_112.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -555,18 +555,18 @@ void main ()
};
if (doneNP_10) {
if (!(doneN_12)) {
lowp vec4 tmpvar_114;
tmpvar_114 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
highp vec4 rgba_115;
rgba_115 = tmpvar_114;
lumaEndN_18 = rgba_115.w;
highp vec4 tmpvar_114;
lowp vec4 tmpvar_115;
tmpvar_115 = impl_low_texture2DLodEXT (_MainTex, posN_21, 0.0);
tmpvar_114 = tmpvar_115;
lumaEndN_18 = tmpvar_114.w;
};
if (!(doneP_11)) {
lowp vec4 tmpvar_116;
tmpvar_116 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
highp vec4 rgba_117;
rgba_117 = tmpvar_116;
lumaEndP_16 = rgba_117.w;
highp vec4 tmpvar_116;
lowp vec4 tmpvar_117;
tmpvar_117 = impl_low_texture2DLodEXT (_MainTex, posP_20, 0.0);
tmpvar_116 = tmpvar_117;
lumaEndP_16 = tmpvar_116.w;
};
if (!(doneN_12)) {
lumaEndN_18 = (lumaEndN_18 - (lumaNN_25 * 0.5));
@ -629,16 +629,16 @@ void main ()
highp float tmpvar_121;
tmpvar_121 = max (tmpvar_120, subpixH_3);
if (!(horzSpan_30)) {
posM_41.x = (xlv_TEXCOORD0.x + (tmpvar_121 * lengthSign_31));
posM_40.x = (xlv_TEXCOORD0.x + (tmpvar_121 * lengthSign_31));
};
if (horzSpan_30) {
posM_41.y = (xlv_TEXCOORD0.y + (tmpvar_121 * lengthSign_31));
posM_40.y = (xlv_TEXCOORD0.y + (tmpvar_121 * lengthSign_31));
};
lowp vec4 tmpvar_122;
tmpvar_122 = impl_low_texture2DLodEXT (_MainTex, posM_41, 0.0);
tmpvar_122 = impl_low_texture2DLodEXT (_MainTex, posM_40, 0.0);
highp vec4 tmpvar_123;
tmpvar_123.xyz = tmpvar_122.xyz;
tmpvar_123.w = rgbyM_40.w;
tmpvar_123.w = tmpvar_41.w;
tmpvar_2 = tmpvar_123;
};
gl_FragData[0] = tmpvar_2;

View File

@ -51,16 +51,14 @@ void main ()
};
randomDir_14 = (randomDir_14 * -(tmpvar_18));
randomDir_14 = (randomDir_14 + (viewNorm_7 * 0.3));
highp vec4 tmpvar_19;
tmpvar_19 = texture (_CameraDepthNormalsTexture, (tmpvar_2 + (randomDir_14.xy * scale_5)));
highp float tmpvar_20;
tmpvar_20 = clamp (((depth_6 -
highp float tmpvar_19;
tmpvar_19 = clamp (((depth_6 -
(randomDir_14.z * _Params.x)
) - (
dot (tmpvar_19.zw, vec2(1.0, 0.00392157))
dot (texture (_CameraDepthNormalsTexture, (tmpvar_2 + (randomDir_14.xy * scale_5))).zw, vec2(1.0, 0.00392157))
* _ProjectionParams.z)), 0.0, 1.0);
if ((tmpvar_20 > _Params.y)) {
occ_4 = (occ_4 + pow ((1.0 - tmpvar_20), _Params.z));
if ((tmpvar_19 > _Params.y)) {
occ_4 = (occ_4 + pow ((1.0 - tmpvar_19), _Params.z));
};
};
occ_4 = (occ_4 / 8.0);

View File

@ -29,7 +29,7 @@ fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]]
tmpvar_9 = ((_RandomTexture.sample(_mtlsmp__RandomTexture, (float2)(_mtl_i.xlv_TEXCOORD1)).xyz * (half)2.0) - (half)1.0);
randN_8 = tmpvar_9;
float4 tmpvar_10;
tmpvar_10 = float4(_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)(_mtl_i.xlv_TEXCOORD0)));
tmpvar_10 = _CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)(_mtl_i.xlv_TEXCOORD0));
float3 n_11;
float3 tmpvar_12;
tmpvar_12 = ((tmpvar_10.xyz * float3(3.5554, 3.5554, 0.0)) + float3(-1.7777, -1.7777, 1.0));
@ -60,16 +60,14 @@ fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]]
};
randomDir_14 = (randomDir_14 * -(tmpvar_18));
randomDir_14 = half3(((float3)randomDir_14 + (viewNorm_7 * 0.3)));
float4 tmpvar_19;
tmpvar_19 = float4(_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)((tmpvar_2 + ((float2)randomDir_14.xy * scale_5)))));
float tmpvar_20;
tmpvar_20 = clamp (((depth_6 -
float tmpvar_19;
tmpvar_19 = clamp (((depth_6 -
((float)randomDir_14.z * _mtl_u._Params.x)
) - (
dot (tmpvar_19.zw, float2(1.0, 0.00392157))
dot (_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)((tmpvar_2 + ((float2)randomDir_14.xy * scale_5)))).zw, float2(1.0, 0.00392157))
* _mtl_u._ProjectionParams.z)), 0.0, 1.0);
if ((tmpvar_20 > _mtl_u._Params.y)) {
occ_4 = (occ_4 + pow ((1.0 - tmpvar_20), _mtl_u._Params.z));
if ((tmpvar_19 > _mtl_u._Params.y)) {
occ_4 = (occ_4 + pow ((1.0 - tmpvar_19), _mtl_u._Params.z));
};
};
occ_4 = (occ_4 / 8.0);

View File

@ -19,23 +19,23 @@
#include <windows.h>
#include <gl/GL.h>
extern "C" {
typedef char GLcharARB; /* native character */
typedef unsigned int GLhandleARB; /* shader object handle */
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
typedef void (WINAPI * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
typedef GLhandleARB (WINAPI * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
typedef void (WINAPI * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
typedef void (WINAPI * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
typedef void (WINAPI * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
typedef void (WINAPI * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
typedef char GLchar; /* native character */
typedef unsigned int GLuint; /* shader object handle */
#define GL_VERTEX_SHADER 0x8B31
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_COMPILE_STATUS 0x8B81
typedef void (WINAPI * PFNGLDELETESHADERPROC) (GLuint shader);
typedef GLuint (WINAPI * PFNGLCREATESHADERPROC) (GLenum type);
typedef void (WINAPI * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (WINAPI * PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef void (WINAPI * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (WINAPI * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
static PFNGLDELETESHADERPROC glDeleteShader;
static PFNGLCREATESHADERPROC glCreateShader;
static PFNGLSHADERSOURCEPROC glShaderSource;
static PFNGLCOMPILESHADERPROC glCompileShader;
static PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
static PFNGLGETSHADERIVPROC glGetShaderiv;
}
#endif // #ifdef _MSC_VER
@ -154,12 +154,12 @@ static bool InitializeOpenGL ()
#ifdef _MSC_VER
if (hasGLSL)
{
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)wglGetProcAddress("glDeleteObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)wglGetProcAddress("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)wglGetProcAddress("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)wglGetProcAddress("glCompileShaderARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)wglGetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
}
#endif
@ -266,6 +266,8 @@ static bool CheckGLSL (bool vertex, bool gles, const std::string& testName, cons
if (gles)
{
replace_string (src, "GL_EXT_shader_texture_lod", "GL_ARB_shader_texture_lod", 0);
replace_string (src, "GL_EXT_draw_instanced", "GL_ARB_draw_instanced", 0);
replace_string (src, "gl_InstanceIDEXT", "gl_InstanceIDARB ", 0);
replace_string (src, "#extension GL_OES_standard_derivatives : require", "", 0);
replace_string (src, "#extension GL_EXT_shadow_samplers : require", "", 0);
replace_string (src, "#extension GL_EXT_frag_depth : require", "", 0);

View File

@ -0,0 +1,16 @@
#extension GL_ARB_draw_instanced : require
#extension GL_EXT_gpu_shader4 : require
attribute vec3 _inPos;
attribute vec3 _inNor;
void main()
{
vec3 p;
p = _inPos;
p.y += float(gl_VertexID);
p.y += float(gl_InstanceIDARB);
p += _inNor;
gl_Position = vec4(p,1.0);
gl_PointSize = p.x;
}

View File

@ -0,0 +1,14 @@
#extension GL_EXT_draw_instanced : require
attribute highp vec3 _inPos;
attribute highp vec3 _inNor;
void main()
{
highp vec3 p;
p = _inPos;
p.y += float(gl_InstanceIDEXT);
p += _inNor;
gl_Position = vec4(p,1.0);
gl_PointSize = p.x;
}

View File

@ -0,0 +1,23 @@
#extension GL_ARB_draw_instanced : enable
#extension GL_EXT_gpu_shader4 : enable
attribute vec3 _inPos;
attribute vec3 _inNor;
void main ()
{
vec3 p_1;
p_1.xz = _inPos.xz;
p_1.y = (_inPos.y + float(gl_VertexID));
p_1.y = (p_1.y + float(gl_InstanceIDARB));
p_1 = (p_1 + _inNor);
vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = p_1;
gl_Position = tmpvar_2;
gl_PointSize = p_1.x;
}
// stats: 6 alu 0 tex 0 flow
// inputs: 2
// #0: _inPos (high float) 3x1 [-1]
// #1: _inNor (high float) 3x1 [-1]

View File

@ -0,0 +1,21 @@
#extension GL_EXT_draw_instanced : enable
attribute highp vec3 _inPos;
attribute highp vec3 _inNor;
void main ()
{
highp vec3 p_1;
p_1.xz = _inPos.xz;
p_1.y = (_inPos.y + float(gl_InstanceIDEXT));
p_1 = (p_1 + _inNor);
highp vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = p_1;
gl_Position = tmpvar_2;
gl_PointSize = p_1.x;
}
// stats: 4 alu 0 tex 0 flow
// inputs: 2
// #0: _inPos (high float) 3x1 [-1]
// #1: _inNor (high float) 3x1 [-1]

View File

@ -40,7 +40,10 @@ void main ()
Temp_int_1.xyz = floatBitsToInt((intBitsToFloat(Temp_int_0).www * intBitsToFloat(Temp_int_1).xyz));
Temp_2.xyz = glstate_lightmodel_ambient.xyz;
Temp_int_0.w = 0;
for (; Temp_int_0.w < 4; Temp_int_0.w = (Temp_int_0.w + 1)) {
while (true) {
if ((Temp_int_0.w >= 4)) {
break;
};
Temp_3.xyz = ((-(
intBitsToFloat(Temp_int_0)
.xyz) * unity_LightPosition[Temp_int_0.w].www) + unity_LightPosition[Temp_int_0.w].xyz);
@ -61,6 +64,7 @@ void main ()
Temp_2.w = max (Temp_2.w, 0.0);
Temp_int_1.w = floatBitsToInt((intBitsToFloat(Temp_int_1).w * Temp_2.w));
Temp_2.xyz = ((unity_LightColor[Temp_int_0.w].xyz * intBitsToFloat(Temp_int_1).www) + Temp_2.xyz);
Temp_int_0.w = (Temp_int_0.w + 1);
};
COLOR0.xyz = (Temp_2.xyz * _Color.xyz);
COLOR0.w = (_Color.w * _ReflectColor.w);

View File

@ -49,7 +49,10 @@ int4 Temp_int_1_5;
Temp_int_1_5.xyz = as_type<int3>((as_type<float4>(Temp_int_0_4).www * as_type<float4>(Temp_int_1_5).xyz));
Temp_2_2.xyz = _mtl_u.glstate_lightmodel_ambient.xyz;
Temp_int_0_4.w = 0;
for (; Temp_int_0_4.w < 4; Temp_int_0_4.w = (Temp_int_0_4.w + 1)) {
while (true) {
if ((Temp_int_0_4.w >= 4)) {
break;
};
Temp_3_3.xyz = ((-(
as_type<float4>(Temp_int_0_4)
.xyz) * _mtl_u.unity_LightPosition[Temp_int_0_4.w].www) + _mtl_u.unity_LightPosition[Temp_int_0_4.w].xyz);
@ -70,6 +73,7 @@ int4 Temp_int_1_5;
Temp_2_2.w = max (Temp_2_2.w, 0.0);
Temp_int_1_5.w = as_type<int>((as_type<float4>(Temp_int_1_5).w * Temp_2_2.w));
Temp_2_2.xyz = ((_mtl_u.unity_LightColor[Temp_int_0_4.w].xyz * as_type<float4>(Temp_int_1_5).www) + Temp_2_2.xyz);
Temp_int_0_4.w = (Temp_int_0_4.w + 1);
};
_mtl_o.COLOR0.xyz = (Temp_2_2.xyz * _mtl_u._Color.xyz);
_mtl_o.COLOR0.w = (_mtl_u._Color.w * _mtl_u._ReflectColor.w);

View File

@ -0,0 +1,63 @@
#line 1
attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
struct v2f {
lowp vec4 color;
highp vec4 pos;
};
struct appdata {
highp vec3 pos;
highp vec3 normal;
};
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform highp ivec4 unity_VertexLightParams;
mediump vec3 computeLighting(in highp int idx, in mediump vec3 dirToLight, in mediump vec3 eyeNormal, in mediump float atten)
{
mediump float NdotL = max( dot( eyeNormal, dirToLight), 0.0);
mediump vec3 color = NdotL * unity_LightColor[idx].xyz;
return color * atten;
}
mediump vec3 computeOneLight( in highp int idx, in mediump vec3 eyeNormal)
{
highp vec3 dirToLight = unity_LightPosition[idx].xyz;
mediump float att = 1.0;
att *= 0.5;
return min( computeLighting( idx, dirToLight, eyeNormal, att), vec3(1.0));
}
v2f vert( in appdata IN )
{
v2f o;
mediump vec4 color = vec4(0.0, 0.0, 0.0, 1.1);
mediump vec3 eyeNormal = IN.normal;
mediump vec3 lcolor = vec3(0.0);
// loop doing up to N lights, with max cap
highp int il = 0;
for ( ; (float(il) < min( 8.0, float(unity_VertexLightParams.x))); (++il))
{
lcolor += computeOneLight(il, eyeNormal);
}
color.xyz = lcolor.xyz;
// other forms of a similar loop
for (int j = 0; j < int(min(float(unity_VertexLightParams.y),4.0)); ++j)
color.xyz += unity_LightColor[j].xyz;
o.color = color;
o.pos = vec4(IN.pos,1.0);
return o;
}
varying lowp vec4 xlv_COLOR0;
void main() {
v2f xl_retval;
appdata xlt_IN;
xlt_IN.pos = _glesVertex.xyz;
xlt_IN.normal = _glesNormal;
xl_retval = vert(xlt_IN);
xlv_COLOR0 = vec4(xl_retval.color);
gl_Position = vec4(xl_retval.pos);
}

View File

@ -0,0 +1,66 @@
#version 300 es
#line 2
in vec4 _glesVertex;
in vec3 _glesNormal;
struct v2f {
lowp vec4 color;
highp vec4 pos;
};
struct appdata {
highp vec3 pos;
highp vec3 normal;
};
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform highp ivec4 unity_VertexLightParams;
mediump vec3 computeLighting(in highp int idx, in mediump vec3 dirToLight, in mediump vec3 eyeNormal, in mediump float atten)
{
mediump float NdotL = max( dot( eyeNormal, dirToLight), 0.0);
mediump vec3 color = NdotL * unity_LightColor[idx].xyz;
return color * atten;
}
mediump vec3 computeOneLight( in highp int idx, in mediump vec3 eyeNormal)
{
highp vec3 dirToLight = unity_LightPosition[idx].xyz;
mediump float att = 1.0;
att *= 0.5;
return min( computeLighting( idx, dirToLight, eyeNormal, att), vec3(1.0));
}
v2f vert( in appdata IN )
{
v2f o;
mediump vec4 color = vec4(0.0, 0.0, 0.0, 1.1);
mediump vec3 eyeNormal = IN.normal;
mediump vec3 lcolor = vec3(0.0);
// loop doing up to N lights, with max cap
highp int il = 0;
for ( ; (float(il) < min( 8.0, float(unity_VertexLightParams.x))); (++il))
{
lcolor += computeOneLight(il, eyeNormal);
}
color.xyz = lcolor.xyz;
// other forms of a similar loop
for (int j = 0; j < int(min(float(unity_VertexLightParams.y),4.0)); ++j)
color.xyz += unity_LightColor[j].xyz;
for (int j = 0; j < min(unity_VertexLightParams.y,4); ++j)
color.xyz *= unity_LightColor[j].xyz;
o.color = color;
o.pos = vec4(IN.pos,1.0);
return o;
}
out lowp vec4 xlv_COLOR0;
void main() {
v2f xl_retval;
appdata xlt_IN;
xlt_IN.pos = _glesVertex.xyz;
xlt_IN.normal = _glesNormal;
xl_retval = vert(xlt_IN);
xlv_COLOR0 = vec4(xl_retval.color);
gl_Position = vec4(xl_retval.pos);
}

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@ -0,0 +1,65 @@
attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform highp ivec4 unity_VertexLightParams;
varying lowp vec4 xlv_COLOR0;
void main ()
{
highp vec3 tmpvar_1;
highp vec3 tmpvar_2;
tmpvar_1 = _glesVertex.xyz;
tmpvar_2 = _glesNormal;
highp int j_3;
highp int il_4;
mediump vec3 lcolor_5;
mediump vec3 eyeNormal_6;
mediump vec4 color_7;
lowp vec4 tmpvar_8;
color_7 = vec4(0.0, 0.0, 0.0, 1.1);
eyeNormal_6 = tmpvar_2;
lcolor_5 = vec3(0.0, 0.0, 0.0);
il_4 = 0;
while (true) {
highp float tmpvar_9;
tmpvar_9 = min (8.0, float(unity_VertexLightParams.x));
if ((float(il_4) >= tmpvar_9)) {
break;
};
highp vec3 tmpvar_10;
tmpvar_10 = unity_LightPosition[il_4].xyz;
mediump vec3 dirToLight_11;
dirToLight_11 = tmpvar_10;
lcolor_5 = (lcolor_5 + min ((
(max (dot (eyeNormal_6, dirToLight_11), 0.0) * unity_LightColor[il_4].xyz)
* 0.5), vec3(1.0, 1.0, 1.0)));
il_4++;
};
color_7.xyz = lcolor_5;
j_3 = 0;
while (true) {
highp float tmpvar_12;
tmpvar_12 = min (float(unity_VertexLightParams.y), 4.0);
if ((j_3 >= int(tmpvar_12))) {
break;
};
color_7.xyz = (color_7.xyz + unity_LightColor[j_3].xyz);
j_3++;
};
tmpvar_8 = color_7;
highp vec4 tmpvar_13;
tmpvar_13.w = 1.0;
tmpvar_13.xyz = tmpvar_1;
xlv_COLOR0 = tmpvar_8;
gl_Position = tmpvar_13;
}
// stats: 22 alu 0 tex 4 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1]
// #1: _glesNormal (high float) 3x1 [-1]
// uniforms: 3 (total size: 0)
// #0: unity_LightColor (medium float) 4x1 [8]
// #1: unity_LightPosition (high float) 4x1 [8]
// #2: unity_VertexLightParams (high int) 4x1 [-1]

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@ -0,0 +1,77 @@
#version 300 es
in vec4 _glesVertex;
in vec3 _glesNormal;
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform highp ivec4 unity_VertexLightParams;
out lowp vec4 xlv_COLOR0;
void main ()
{
highp vec3 tmpvar_1;
highp vec3 tmpvar_2;
tmpvar_1 = _glesVertex.xyz;
tmpvar_2 = _glesNormal;
highp int j_3;
highp int j_4;
highp int il_5;
mediump vec3 lcolor_6;
mediump vec3 eyeNormal_7;
mediump vec4 color_8;
lowp vec4 tmpvar_9;
color_8 = vec4(0.0, 0.0, 0.0, 1.1);
eyeNormal_7 = tmpvar_2;
lcolor_6 = vec3(0.0, 0.0, 0.0);
il_5 = 0;
while (true) {
highp float tmpvar_10;
tmpvar_10 = min (8.0, float(unity_VertexLightParams.x));
if ((float(il_5) >= tmpvar_10)) {
break;
};
highp vec3 tmpvar_11;
tmpvar_11 = unity_LightPosition[il_5].xyz;
mediump vec3 dirToLight_12;
dirToLight_12 = tmpvar_11;
lcolor_6 = (lcolor_6 + min ((
(max (dot (eyeNormal_7, dirToLight_12), 0.0) * unity_LightColor[il_5].xyz)
* 0.5), vec3(1.0, 1.0, 1.0)));
il_5++;
};
color_8.xyz = lcolor_6;
j_4 = 0;
while (true) {
highp float tmpvar_13;
tmpvar_13 = min (float(unity_VertexLightParams.y), 4.0);
if ((j_4 >= int(tmpvar_13))) {
break;
};
color_8.xyz = (color_8.xyz + unity_LightColor[j_4].xyz);
j_4++;
};
j_3 = 0;
while (true) {
highp int tmpvar_14;
tmpvar_14 = min (unity_VertexLightParams.y, 4);
if ((j_3 >= tmpvar_14)) {
break;
};
color_8.xyz = (color_8.xyz * unity_LightColor[j_3].xyz);
j_3++;
};
tmpvar_9 = color_8;
highp vec4 tmpvar_15;
tmpvar_15.w = 1.0;
tmpvar_15.xyz = tmpvar_1;
xlv_COLOR0 = tmpvar_9;
gl_Position = tmpvar_15;
}
// stats: 27 alu 0 tex 6 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1]
// #1: _glesNormal (high float) 3x1 [-1]
// uniforms: 3 (total size: 0)
// #0: unity_LightColor (medium float) 4x1 [8]
// #1: unity_LightPosition (high float) 4x1 [8]
// #2: unity_VertexLightParams (high int) 4x1 [-1]

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@ -0,0 +1,85 @@
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float4 _glesVertex [[attribute(0)]];
float3 _glesNormal [[attribute(1)]];
};
struct xlatMtlShaderOutput {
float4 gl_Position [[position]];
half4 xlv_COLOR0;
};
struct xlatMtlShaderUniform {
half4 unity_LightColor[8];
float4 unity_LightPosition[8];
int4 unity_VertexLightParams;
};
vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
float3 tmpvar_1;
tmpvar_1 = _mtl_i._glesVertex.xyz;
int j_2;
int j_3;
int il_4;
half3 lcolor_5;
half3 eyeNormal_6;
half4 color_7;
half4 tmpvar_8;
color_7 = half4(float4(0.0, 0.0, 0.0, 1.1));
eyeNormal_6 = half3(_mtl_i._glesNormal);
lcolor_5 = half3(float3(0.0, 0.0, 0.0));
il_4 = 0;
while (true) {
float tmpvar_9;
tmpvar_9 = min (8.0, float(_mtl_u.unity_VertexLightParams.x));
if ((float(il_4) >= tmpvar_9)) {
break;
};
float3 tmpvar_10;
tmpvar_10 = _mtl_u.unity_LightPosition[il_4].xyz;
half3 dirToLight_11;
dirToLight_11 = half3(tmpvar_10);
lcolor_5 = (lcolor_5 + min ((
(max (dot (eyeNormal_6, dirToLight_11), (half)0.0) * _mtl_u.unity_LightColor[il_4].xyz)
* (half)0.5), (half3)float3(1.0, 1.0, 1.0)));
il_4++;
};
color_7.xyz = lcolor_5;
j_3 = 0;
while (true) {
float tmpvar_12;
tmpvar_12 = min (float(_mtl_u.unity_VertexLightParams.y), 4.0);
if ((j_3 >= int(tmpvar_12))) {
break;
};
color_7.xyz = (color_7.xyz + _mtl_u.unity_LightColor[j_3].xyz);
j_3++;
};
j_2 = 0;
while (true) {
int tmpvar_13;
tmpvar_13 = min (_mtl_u.unity_VertexLightParams.y, 4);
if ((j_2 >= tmpvar_13)) {
break;
};
color_7.xyz = (color_7.xyz * _mtl_u.unity_LightColor[j_2].xyz);
j_2++;
};
tmpvar_8 = color_7;
float4 tmpvar_14;
tmpvar_14.w = 1.0;
tmpvar_14.xyz = tmpvar_1;
_mtl_o.xlv_COLOR0 = tmpvar_8;
_mtl_o.gl_Position = tmpvar_14;
return _mtl_o;
}
// stats: 27 alu 0 tex 6 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1] loc 0
// #1: _glesNormal (high float) 3x1 [-1] loc 1
// uniforms: 3 (total size: 208)
// #0: unity_LightColor (medium float) 4x1 [8] loc 0
// #1: unity_LightPosition (high float) 4x1 [8] loc 64
// #2: unity_VertexLightParams (high int) 4x1 [-1] loc 192

View File

@ -17,134 +17,134 @@ void main ()
highp vec2 tmpvar_6;
tmpvar_6.y = 1.0;
tmpvar_6.x = float(tmpvar_5.x);
mediump vec4 tmpvar_7;
mediump vec2 coord_8;
coord_8 = tmpvar_6;
mediump vec2 coord_7;
coord_7 = tmpvar_6;
mediump vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = (coord_7 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = (coord_8 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_10;
tmpvar_10 = texture2DLod (_DynLampInfo, tmpvar_9.xy, 0.0);
tmpvar_7 = tmpvar_10;
tmpvar_10 = texture2DLod (_DynLampInfo, tmpvar_8.xy, 0.0);
tmpvar_9 = tmpvar_10;
highp vec2 tmpvar_11;
tmpvar_11.y = 2.0;
tmpvar_11.x = float(tmpvar_5.x);
mediump vec4 tmpvar_12;
mediump vec2 coord_13;
coord_13 = tmpvar_11;
mediump vec2 coord_12;
coord_12 = tmpvar_11;
mediump vec4 tmpvar_13;
tmpvar_13.zw = vec2(0.0, 0.0);
tmpvar_13.xy = (coord_12 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_14;
tmpvar_14.zw = vec2(0.0, 0.0);
tmpvar_14.xy = (coord_13 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_15;
tmpvar_15 = texture2DLod (_DynLampInfo, tmpvar_14.xy, 0.0);
tmpvar_12 = tmpvar_15;
tmpvar_15 = texture2DLod (_DynLampInfo, tmpvar_13.xy, 0.0);
tmpvar_14 = tmpvar_15;
highp vec2 tmpvar_16;
tmpvar_16.y = 1.0;
tmpvar_16.x = float(tmpvar_5.y);
mediump vec4 tmpvar_17;
mediump vec2 coord_18;
coord_18 = tmpvar_16;
mediump vec2 coord_17;
coord_17 = tmpvar_16;
mediump vec4 tmpvar_18;
tmpvar_18.zw = vec2(0.0, 0.0);
tmpvar_18.xy = (coord_17 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = (coord_18 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_20;
tmpvar_20 = texture2DLod (_DynLampInfo, tmpvar_19.xy, 0.0);
tmpvar_17 = tmpvar_20;
tmpvar_20 = texture2DLod (_DynLampInfo, tmpvar_18.xy, 0.0);
tmpvar_19 = tmpvar_20;
highp vec2 tmpvar_21;
tmpvar_21.y = 2.0;
tmpvar_21.x = float(tmpvar_5.y);
mediump vec4 tmpvar_22;
mediump vec2 coord_23;
coord_23 = tmpvar_21;
mediump vec2 coord_22;
coord_22 = tmpvar_21;
mediump vec4 tmpvar_23;
tmpvar_23.zw = vec2(0.0, 0.0);
tmpvar_23.xy = (coord_22 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_24;
tmpvar_24.zw = vec2(0.0, 0.0);
tmpvar_24.xy = (coord_23 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_25;
tmpvar_25 = texture2DLod (_DynLampInfo, tmpvar_24.xy, 0.0);
tmpvar_22 = tmpvar_25;
tmpvar_25 = texture2DLod (_DynLampInfo, tmpvar_23.xy, 0.0);
tmpvar_24 = tmpvar_25;
highp vec2 tmpvar_26;
tmpvar_26.y = 1.0;
tmpvar_26.x = float(tmpvar_5.z);
mediump vec4 tmpvar_27;
mediump vec2 coord_28;
coord_28 = tmpvar_26;
mediump vec2 coord_27;
coord_27 = tmpvar_26;
mediump vec4 tmpvar_28;
tmpvar_28.zw = vec2(0.0, 0.0);
tmpvar_28.xy = (coord_27 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_29;
tmpvar_29.zw = vec2(0.0, 0.0);
tmpvar_29.xy = (coord_28 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_30;
tmpvar_30 = texture2DLod (_DynLampInfo, tmpvar_29.xy, 0.0);
tmpvar_27 = tmpvar_30;
tmpvar_30 = texture2DLod (_DynLampInfo, tmpvar_28.xy, 0.0);
tmpvar_29 = tmpvar_30;
highp vec2 tmpvar_31;
tmpvar_31.y = 2.0;
tmpvar_31.x = float(tmpvar_5.z);
mediump vec4 tmpvar_32;
mediump vec2 coord_33;
coord_33 = tmpvar_31;
mediump vec2 coord_32;
coord_32 = tmpvar_31;
mediump vec4 tmpvar_33;
tmpvar_33.zw = vec2(0.0, 0.0);
tmpvar_33.xy = (coord_32 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_34;
tmpvar_34.zw = vec2(0.0, 0.0);
tmpvar_34.xy = (coord_33 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_35;
tmpvar_35 = texture2DLod (_DynLampInfo, tmpvar_34.xy, 0.0);
tmpvar_32 = tmpvar_35;
tmpvar_35 = texture2DLod (_DynLampInfo, tmpvar_33.xy, 0.0);
tmpvar_34 = tmpvar_35;
highp vec2 tmpvar_36;
tmpvar_36.y = 1.0;
tmpvar_36.x = float(tmpvar_5.w);
mediump vec4 tmpvar_37;
mediump vec2 coord_38;
coord_38 = tmpvar_36;
mediump vec2 coord_37;
coord_37 = tmpvar_36;
mediump vec4 tmpvar_38;
tmpvar_38.zw = vec2(0.0, 0.0);
tmpvar_38.xy = (coord_37 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_39;
tmpvar_39.zw = vec2(0.0, 0.0);
tmpvar_39.xy = (coord_38 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_40;
tmpvar_40 = texture2DLod (_DynLampInfo, tmpvar_39.xy, 0.0);
tmpvar_37 = tmpvar_40;
tmpvar_40 = texture2DLod (_DynLampInfo, tmpvar_38.xy, 0.0);
tmpvar_39 = tmpvar_40;
highp vec2 tmpvar_41;
tmpvar_41.y = 2.0;
tmpvar_41.x = float(tmpvar_5.w);
mediump vec4 tmpvar_42;
mediump vec2 coord_43;
coord_43 = tmpvar_41;
mediump vec2 coord_42;
coord_42 = tmpvar_41;
mediump vec4 tmpvar_43;
tmpvar_43.zw = vec2(0.0, 0.0);
tmpvar_43.xy = (coord_42 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_44;
tmpvar_44.zw = vec2(0.0, 0.0);
tmpvar_44.xy = (coord_43 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_45;
tmpvar_45 = texture2DLod (_DynLampInfo, tmpvar_44.xy, 0.0);
tmpvar_42 = tmpvar_45;
tmpvar_45 = texture2DLod (_DynLampInfo, tmpvar_43.xy, 0.0);
tmpvar_44 = tmpvar_45;
mediump vec3 hybridCol_46;
mediump vec4 atten_47;
highp vec3 tmpvar_48;
tmpvar_48 = (tmpvar_7.xyz - tmpvar_2);
tmpvar_48 = (tmpvar_9.xyz - tmpvar_2);
highp float tmpvar_49;
tmpvar_49 = dot (tmpvar_48, tmpvar_48);
mediump vec4 tmpvar_50;
tmpvar_50.yzw = atten_47.yzw;
tmpvar_50.x = (tmpvar_49 * tmpvar_7.w);
tmpvar_50.x = (tmpvar_49 * tmpvar_9.w);
highp vec3 tmpvar_51;
tmpvar_51 = (tmpvar_17.xyz - tmpvar_2);
tmpvar_51 = (tmpvar_19.xyz - tmpvar_2);
highp float tmpvar_52;
tmpvar_52 = dot (tmpvar_51, tmpvar_51);
mediump vec4 tmpvar_53;
tmpvar_53.xzw = tmpvar_50.xzw;
tmpvar_53.y = (tmpvar_52 * tmpvar_17.w);
tmpvar_53.y = (tmpvar_52 * tmpvar_19.w);
highp vec3 tmpvar_54;
tmpvar_54 = (tmpvar_27.xyz - tmpvar_2);
tmpvar_54 = (tmpvar_29.xyz - tmpvar_2);
highp float tmpvar_55;
tmpvar_55 = dot (tmpvar_54, tmpvar_54);
mediump vec4 tmpvar_56;
tmpvar_56.xyw = tmpvar_53.xyw;
tmpvar_56.z = (tmpvar_55 * tmpvar_27.w);
tmpvar_56.z = (tmpvar_55 * tmpvar_29.w);
highp vec3 tmpvar_57;
tmpvar_57 = (tmpvar_37.xyz - tmpvar_2);
tmpvar_57 = (tmpvar_39.xyz - tmpvar_2);
highp float tmpvar_58;
tmpvar_58 = dot (tmpvar_57, tmpvar_57);
mediump vec4 tmpvar_59;
tmpvar_59.xyz = tmpvar_56.xyz;
tmpvar_59.w = (tmpvar_58 * tmpvar_37.w);
tmpvar_59.w = (tmpvar_58 * tmpvar_39.w);
atten_47 = tmpvar_59;
hybridCol_46 = (hybridCol_4 + (tmpvar_12.xyz * tmpvar_50.x));
hybridCol_46 = (hybridCol_46 + (tmpvar_22.xyz * tmpvar_53.y));
hybridCol_46 = (hybridCol_46 + (tmpvar_32.xyz * tmpvar_56.z));
hybridCol_46 = (hybridCol_46 + (tmpvar_42.xyz * tmpvar_59.w));
hybridCol_46 = (hybridCol_4 + (tmpvar_14.xyz * tmpvar_50.x));
hybridCol_46 = (hybridCol_46 + (tmpvar_24.xyz * tmpvar_53.y));
hybridCol_46 = (hybridCol_46 + (tmpvar_34.xyz * tmpvar_56.z));
hybridCol_46 = (hybridCol_46 + (tmpvar_44.xyz * tmpvar_59.w));
tmpvar_3 = hybridCol_46;
tmpvar_1 = tmpvar_3;
gl_Position = (glstate_matrix_mvp * _glesVertex);

View File

@ -18,134 +18,134 @@ void main ()
highp vec2 tmpvar_6;
tmpvar_6.y = 1.0;
tmpvar_6.x = float(tmpvar_5.x);
mediump vec4 tmpvar_7;
mediump vec2 coord_8;
coord_8 = tmpvar_6;
mediump vec2 coord_7;
coord_7 = tmpvar_6;
mediump vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = (coord_7 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = (coord_8 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_10;
tmpvar_10 = textureLod (_DynLampInfo, tmpvar_9.xy, 0.0);
tmpvar_7 = tmpvar_10;
tmpvar_10 = textureLod (_DynLampInfo, tmpvar_8.xy, 0.0);
tmpvar_9 = tmpvar_10;
highp vec2 tmpvar_11;
tmpvar_11.y = 2.0;
tmpvar_11.x = float(tmpvar_5.x);
mediump vec4 tmpvar_12;
mediump vec2 coord_13;
coord_13 = tmpvar_11;
mediump vec2 coord_12;
coord_12 = tmpvar_11;
mediump vec4 tmpvar_13;
tmpvar_13.zw = vec2(0.0, 0.0);
tmpvar_13.xy = (coord_12 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_14;
tmpvar_14.zw = vec2(0.0, 0.0);
tmpvar_14.xy = (coord_13 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_15;
tmpvar_15 = textureLod (_DynLampInfo, tmpvar_14.xy, 0.0);
tmpvar_12 = tmpvar_15;
tmpvar_15 = textureLod (_DynLampInfo, tmpvar_13.xy, 0.0);
tmpvar_14 = tmpvar_15;
highp vec2 tmpvar_16;
tmpvar_16.y = 1.0;
tmpvar_16.x = float(tmpvar_5.y);
mediump vec4 tmpvar_17;
mediump vec2 coord_18;
coord_18 = tmpvar_16;
mediump vec2 coord_17;
coord_17 = tmpvar_16;
mediump vec4 tmpvar_18;
tmpvar_18.zw = vec2(0.0, 0.0);
tmpvar_18.xy = (coord_17 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = (coord_18 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_20;
tmpvar_20 = textureLod (_DynLampInfo, tmpvar_19.xy, 0.0);
tmpvar_17 = tmpvar_20;
tmpvar_20 = textureLod (_DynLampInfo, tmpvar_18.xy, 0.0);
tmpvar_19 = tmpvar_20;
highp vec2 tmpvar_21;
tmpvar_21.y = 2.0;
tmpvar_21.x = float(tmpvar_5.y);
mediump vec4 tmpvar_22;
mediump vec2 coord_23;
coord_23 = tmpvar_21;
mediump vec2 coord_22;
coord_22 = tmpvar_21;
mediump vec4 tmpvar_23;
tmpvar_23.zw = vec2(0.0, 0.0);
tmpvar_23.xy = (coord_22 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_24;
tmpvar_24.zw = vec2(0.0, 0.0);
tmpvar_24.xy = (coord_23 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_25;
tmpvar_25 = textureLod (_DynLampInfo, tmpvar_24.xy, 0.0);
tmpvar_22 = tmpvar_25;
tmpvar_25 = textureLod (_DynLampInfo, tmpvar_23.xy, 0.0);
tmpvar_24 = tmpvar_25;
highp vec2 tmpvar_26;
tmpvar_26.y = 1.0;
tmpvar_26.x = float(tmpvar_5.z);
mediump vec4 tmpvar_27;
mediump vec2 coord_28;
coord_28 = tmpvar_26;
mediump vec2 coord_27;
coord_27 = tmpvar_26;
mediump vec4 tmpvar_28;
tmpvar_28.zw = vec2(0.0, 0.0);
tmpvar_28.xy = (coord_27 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_29;
tmpvar_29.zw = vec2(0.0, 0.0);
tmpvar_29.xy = (coord_28 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_30;
tmpvar_30 = textureLod (_DynLampInfo, tmpvar_29.xy, 0.0);
tmpvar_27 = tmpvar_30;
tmpvar_30 = textureLod (_DynLampInfo, tmpvar_28.xy, 0.0);
tmpvar_29 = tmpvar_30;
highp vec2 tmpvar_31;
tmpvar_31.y = 2.0;
tmpvar_31.x = float(tmpvar_5.z);
mediump vec4 tmpvar_32;
mediump vec2 coord_33;
coord_33 = tmpvar_31;
mediump vec2 coord_32;
coord_32 = tmpvar_31;
mediump vec4 tmpvar_33;
tmpvar_33.zw = vec2(0.0, 0.0);
tmpvar_33.xy = (coord_32 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_34;
tmpvar_34.zw = vec2(0.0, 0.0);
tmpvar_34.xy = (coord_33 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_35;
tmpvar_35 = textureLod (_DynLampInfo, tmpvar_34.xy, 0.0);
tmpvar_32 = tmpvar_35;
tmpvar_35 = textureLod (_DynLampInfo, tmpvar_33.xy, 0.0);
tmpvar_34 = tmpvar_35;
highp vec2 tmpvar_36;
tmpvar_36.y = 1.0;
tmpvar_36.x = float(tmpvar_5.w);
mediump vec4 tmpvar_37;
mediump vec2 coord_38;
coord_38 = tmpvar_36;
mediump vec2 coord_37;
coord_37 = tmpvar_36;
mediump vec4 tmpvar_38;
tmpvar_38.zw = vec2(0.0, 0.0);
tmpvar_38.xy = (coord_37 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_39;
tmpvar_39.zw = vec2(0.0, 0.0);
tmpvar_39.xy = (coord_38 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_40;
tmpvar_40 = textureLod (_DynLampInfo, tmpvar_39.xy, 0.0);
tmpvar_37 = tmpvar_40;
tmpvar_40 = textureLod (_DynLampInfo, tmpvar_38.xy, 0.0);
tmpvar_39 = tmpvar_40;
highp vec2 tmpvar_41;
tmpvar_41.y = 2.0;
tmpvar_41.x = float(tmpvar_5.w);
mediump vec4 tmpvar_42;
mediump vec2 coord_43;
coord_43 = tmpvar_41;
mediump vec2 coord_42;
coord_42 = tmpvar_41;
mediump vec4 tmpvar_43;
tmpvar_43.zw = vec2(0.0, 0.0);
tmpvar_43.xy = (coord_42 / _DynLampInfo_bufferSize);
mediump vec4 tmpvar_44;
tmpvar_44.zw = vec2(0.0, 0.0);
tmpvar_44.xy = (coord_43 / _DynLampInfo_bufferSize);
lowp vec4 tmpvar_45;
tmpvar_45 = textureLod (_DynLampInfo, tmpvar_44.xy, 0.0);
tmpvar_42 = tmpvar_45;
tmpvar_45 = textureLod (_DynLampInfo, tmpvar_43.xy, 0.0);
tmpvar_44 = tmpvar_45;
mediump vec3 hybridCol_46;
mediump vec4 atten_47;
highp vec3 tmpvar_48;
tmpvar_48 = (tmpvar_7.xyz - tmpvar_2);
tmpvar_48 = (tmpvar_9.xyz - tmpvar_2);
highp float tmpvar_49;
tmpvar_49 = dot (tmpvar_48, tmpvar_48);
mediump vec4 tmpvar_50;
tmpvar_50.yzw = atten_47.yzw;
tmpvar_50.x = (tmpvar_49 * tmpvar_7.w);
tmpvar_50.x = (tmpvar_49 * tmpvar_9.w);
highp vec3 tmpvar_51;
tmpvar_51 = (tmpvar_17.xyz - tmpvar_2);
tmpvar_51 = (tmpvar_19.xyz - tmpvar_2);
highp float tmpvar_52;
tmpvar_52 = dot (tmpvar_51, tmpvar_51);
mediump vec4 tmpvar_53;
tmpvar_53.xzw = tmpvar_50.xzw;
tmpvar_53.y = (tmpvar_52 * tmpvar_17.w);
tmpvar_53.y = (tmpvar_52 * tmpvar_19.w);
highp vec3 tmpvar_54;
tmpvar_54 = (tmpvar_27.xyz - tmpvar_2);
tmpvar_54 = (tmpvar_29.xyz - tmpvar_2);
highp float tmpvar_55;
tmpvar_55 = dot (tmpvar_54, tmpvar_54);
mediump vec4 tmpvar_56;
tmpvar_56.xyw = tmpvar_53.xyw;
tmpvar_56.z = (tmpvar_55 * tmpvar_27.w);
tmpvar_56.z = (tmpvar_55 * tmpvar_29.w);
highp vec3 tmpvar_57;
tmpvar_57 = (tmpvar_37.xyz - tmpvar_2);
tmpvar_57 = (tmpvar_39.xyz - tmpvar_2);
highp float tmpvar_58;
tmpvar_58 = dot (tmpvar_57, tmpvar_57);
mediump vec4 tmpvar_59;
tmpvar_59.xyz = tmpvar_56.xyz;
tmpvar_59.w = (tmpvar_58 * tmpvar_37.w);
tmpvar_59.w = (tmpvar_58 * tmpvar_39.w);
atten_47 = tmpvar_59;
hybridCol_46 = (hybridCol_4 + (tmpvar_12.xyz * tmpvar_50.x));
hybridCol_46 = (hybridCol_46 + (tmpvar_22.xyz * tmpvar_53.y));
hybridCol_46 = (hybridCol_46 + (tmpvar_32.xyz * tmpvar_56.z));
hybridCol_46 = (hybridCol_46 + (tmpvar_42.xyz * tmpvar_59.w));
hybridCol_46 = (hybridCol_4 + (tmpvar_14.xyz * tmpvar_50.x));
hybridCol_46 = (hybridCol_46 + (tmpvar_24.xyz * tmpvar_53.y));
hybridCol_46 = (hybridCol_46 + (tmpvar_34.xyz * tmpvar_56.z));
hybridCol_46 = (hybridCol_46 + (tmpvar_44.xyz * tmpvar_59.w));
tmpvar_3 = hybridCol_46;
tmpvar_1 = tmpvar_3;
gl_Position = (glstate_matrix_mvp * _glesVertex);

View File

@ -27,134 +27,134 @@ vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]],
float2 tmpvar_6;
tmpvar_6.y = 1.0;
tmpvar_6.x = float(tmpvar_5.x);
half4 tmpvar_7;
half2 coord_8;
coord_8 = half2(tmpvar_6);
half2 coord_7;
coord_7 = half2(tmpvar_6);
half4 tmpvar_8;
tmpvar_8.zw = half2(float2(0.0, 0.0));
tmpvar_8.xy = (coord_7 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_9;
tmpvar_9.zw = half2(float2(0.0, 0.0));
tmpvar_9.xy = (coord_8 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_10;
tmpvar_10 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_9.xy), level(0.0));
tmpvar_7 = tmpvar_10;
tmpvar_10 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_8.xy), level(0.0));
tmpvar_9 = tmpvar_10;
float2 tmpvar_11;
tmpvar_11.y = 2.0;
tmpvar_11.x = float(tmpvar_5.x);
half4 tmpvar_12;
half2 coord_13;
coord_13 = half2(tmpvar_11);
half2 coord_12;
coord_12 = half2(tmpvar_11);
half4 tmpvar_13;
tmpvar_13.zw = half2(float2(0.0, 0.0));
tmpvar_13.xy = (coord_12 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_14;
tmpvar_14.zw = half2(float2(0.0, 0.0));
tmpvar_14.xy = (coord_13 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_15;
tmpvar_15 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_14.xy), level(0.0));
tmpvar_12 = tmpvar_15;
tmpvar_15 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_13.xy), level(0.0));
tmpvar_14 = tmpvar_15;
float2 tmpvar_16;
tmpvar_16.y = 1.0;
tmpvar_16.x = float(tmpvar_5.y);
half4 tmpvar_17;
half2 coord_18;
coord_18 = half2(tmpvar_16);
half2 coord_17;
coord_17 = half2(tmpvar_16);
half4 tmpvar_18;
tmpvar_18.zw = half2(float2(0.0, 0.0));
tmpvar_18.xy = (coord_17 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_19;
tmpvar_19.zw = half2(float2(0.0, 0.0));
tmpvar_19.xy = (coord_18 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_20;
tmpvar_20 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_19.xy), level(0.0));
tmpvar_17 = tmpvar_20;
tmpvar_20 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_18.xy), level(0.0));
tmpvar_19 = tmpvar_20;
float2 tmpvar_21;
tmpvar_21.y = 2.0;
tmpvar_21.x = float(tmpvar_5.y);
half4 tmpvar_22;
half2 coord_23;
coord_23 = half2(tmpvar_21);
half2 coord_22;
coord_22 = half2(tmpvar_21);
half4 tmpvar_23;
tmpvar_23.zw = half2(float2(0.0, 0.0));
tmpvar_23.xy = (coord_22 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_24;
tmpvar_24.zw = half2(float2(0.0, 0.0));
tmpvar_24.xy = (coord_23 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_25;
tmpvar_25 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_24.xy), level(0.0));
tmpvar_22 = tmpvar_25;
tmpvar_25 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_23.xy), level(0.0));
tmpvar_24 = tmpvar_25;
float2 tmpvar_26;
tmpvar_26.y = 1.0;
tmpvar_26.x = float(tmpvar_5.z);
half4 tmpvar_27;
half2 coord_28;
coord_28 = half2(tmpvar_26);
half2 coord_27;
coord_27 = half2(tmpvar_26);
half4 tmpvar_28;
tmpvar_28.zw = half2(float2(0.0, 0.0));
tmpvar_28.xy = (coord_27 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_29;
tmpvar_29.zw = half2(float2(0.0, 0.0));
tmpvar_29.xy = (coord_28 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_30;
tmpvar_30 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_29.xy), level(0.0));
tmpvar_27 = tmpvar_30;
tmpvar_30 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_28.xy), level(0.0));
tmpvar_29 = tmpvar_30;
float2 tmpvar_31;
tmpvar_31.y = 2.0;
tmpvar_31.x = float(tmpvar_5.z);
half4 tmpvar_32;
half2 coord_33;
coord_33 = half2(tmpvar_31);
half2 coord_32;
coord_32 = half2(tmpvar_31);
half4 tmpvar_33;
tmpvar_33.zw = half2(float2(0.0, 0.0));
tmpvar_33.xy = (coord_32 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_34;
tmpvar_34.zw = half2(float2(0.0, 0.0));
tmpvar_34.xy = (coord_33 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_35;
tmpvar_35 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_34.xy), level(0.0));
tmpvar_32 = tmpvar_35;
tmpvar_35 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_33.xy), level(0.0));
tmpvar_34 = tmpvar_35;
float2 tmpvar_36;
tmpvar_36.y = 1.0;
tmpvar_36.x = float(tmpvar_5.w);
half4 tmpvar_37;
half2 coord_38;
coord_38 = half2(tmpvar_36);
half2 coord_37;
coord_37 = half2(tmpvar_36);
half4 tmpvar_38;
tmpvar_38.zw = half2(float2(0.0, 0.0));
tmpvar_38.xy = (coord_37 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_39;
tmpvar_39.zw = half2(float2(0.0, 0.0));
tmpvar_39.xy = (coord_38 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_40;
tmpvar_40 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_39.xy), level(0.0));
tmpvar_37 = tmpvar_40;
tmpvar_40 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_38.xy), level(0.0));
tmpvar_39 = tmpvar_40;
float2 tmpvar_41;
tmpvar_41.y = 2.0;
tmpvar_41.x = float(tmpvar_5.w);
half4 tmpvar_42;
half2 coord_43;
coord_43 = half2(tmpvar_41);
half2 coord_42;
coord_42 = half2(tmpvar_41);
half4 tmpvar_43;
tmpvar_43.zw = half2(float2(0.0, 0.0));
tmpvar_43.xy = (coord_42 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_44;
tmpvar_44.zw = half2(float2(0.0, 0.0));
tmpvar_44.xy = (coord_43 / _mtl_u._DynLampInfo_bufferSize);
half4 tmpvar_45;
tmpvar_45 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_44.xy), level(0.0));
tmpvar_42 = tmpvar_45;
tmpvar_45 = _DynLampInfo.sample(_mtlsmp__DynLampInfo, (float2)(tmpvar_43.xy), level(0.0));
tmpvar_44 = tmpvar_45;
half3 hybridCol_46;
half4 atten_47;
float3 tmpvar_48;
tmpvar_48 = ((float3)tmpvar_7.xyz - tmpvar_2);
tmpvar_48 = ((float3)tmpvar_9.xyz - tmpvar_2);
float tmpvar_49;
tmpvar_49 = dot (tmpvar_48, tmpvar_48);
half4 tmpvar_50;
tmpvar_50.yzw = atten_47.yzw;
tmpvar_50.x = half((tmpvar_49 * (float)tmpvar_7.w));
tmpvar_50.x = half((tmpvar_49 * (float)tmpvar_9.w));
float3 tmpvar_51;
tmpvar_51 = ((float3)tmpvar_17.xyz - tmpvar_2);
tmpvar_51 = ((float3)tmpvar_19.xyz - tmpvar_2);
float tmpvar_52;
tmpvar_52 = dot (tmpvar_51, tmpvar_51);
half4 tmpvar_53;
tmpvar_53.xzw = tmpvar_50.xzw;
tmpvar_53.y = half((tmpvar_52 * (float)tmpvar_17.w));
tmpvar_53.y = half((tmpvar_52 * (float)tmpvar_19.w));
float3 tmpvar_54;
tmpvar_54 = ((float3)tmpvar_27.xyz - tmpvar_2);
tmpvar_54 = ((float3)tmpvar_29.xyz - tmpvar_2);
float tmpvar_55;
tmpvar_55 = dot (tmpvar_54, tmpvar_54);
half4 tmpvar_56;
tmpvar_56.xyw = tmpvar_53.xyw;
tmpvar_56.z = half((tmpvar_55 * (float)tmpvar_27.w));
tmpvar_56.z = half((tmpvar_55 * (float)tmpvar_29.w));
float3 tmpvar_57;
tmpvar_57 = ((float3)tmpvar_37.xyz - tmpvar_2);
tmpvar_57 = ((float3)tmpvar_39.xyz - tmpvar_2);
float tmpvar_58;
tmpvar_58 = dot (tmpvar_57, tmpvar_57);
half4 tmpvar_59;
tmpvar_59.xyz = tmpvar_56.xyz;
tmpvar_59.w = half((tmpvar_58 * (float)tmpvar_37.w));
tmpvar_59.w = half((tmpvar_58 * (float)tmpvar_39.w));
atten_47 = tmpvar_59;
hybridCol_46 = (hybridCol_4 + (tmpvar_12.xyz * tmpvar_50.x));
hybridCol_46 = (hybridCol_46 + (tmpvar_22.xyz * tmpvar_53.y));
hybridCol_46 = (hybridCol_46 + (tmpvar_32.xyz * tmpvar_56.z));
hybridCol_46 = (hybridCol_46 + (tmpvar_42.xyz * tmpvar_59.w));
hybridCol_46 = (hybridCol_4 + (tmpvar_14.xyz * tmpvar_50.x));
hybridCol_46 = (hybridCol_46 + (tmpvar_24.xyz * tmpvar_53.y));
hybridCol_46 = (hybridCol_46 + (tmpvar_34.xyz * tmpvar_56.z));
hybridCol_46 = (hybridCol_46 + (tmpvar_44.xyz * tmpvar_59.w));
tmpvar_3 = float3(hybridCol_46);
tmpvar_1 = half3(tmpvar_3);
_mtl_o.gl_Position = (_mtl_u.glstate_matrix_mvp * _mtl_i._glesVertex);