#version 450 struct _28 { vec4 _m0; }; layout(binding = 0, std140) uniform _6_7 { vec4 _m0; float _m1; vec4 _m2; } _7; layout(binding = 2, std140) uniform _10_11 { vec3 _m0; vec3 _m1; float _m2; vec3 _m3; float _m4; vec3 _m5; float _m6; vec3 _m7; float _m8; vec3 _m9; float _m10; vec3 _m11; float _m12; vec2 _m13; vec2 _m14; vec3 _m15; float _m16; float _m17; float _m18; float _m19; float _m20; vec4 _m21; vec4 _m22; layout(row_major) mat4 _m23; vec4 _m24; } _11; layout(binding = 1, std140) uniform _18_19 { layout(row_major) mat4 _m0; layout(row_major) mat4 _m1; layout(row_major) mat4 _m2; layout(row_major) mat4 _m3; vec4 _m4; vec4 _m5; float _m6; float _m7; float _m8; float _m9; vec3 _m10; float _m11; vec3 _m12; float _m13; vec3 _m14; float _m15; vec3 _m16; float _m17; float _m18; float _m19; vec2 _m20; vec2 _m21; vec2 _m22; vec4 _m23; vec2 _m24; vec2 _m25; vec2 _m26; vec3 _m27; float _m28; float _m29; float _m30; float _m31; float _m32; vec2 _m33; float _m34; float _m35; vec3 _m36; layout(row_major) mat4 _m37[2]; vec4 _m38[2]; } _19; uniform sampler2D SPIRV_Cross_Combined; uniform sampler2D SPIRV_Cross_Combined_1; uniform sampler2D SPIRV_Cross_Combined_2; layout(location = 0) out vec4 _5; _28 _74; void main() { vec2 _82 = gl_FragCoord.xy * _19._m23.xy; vec4 _88 = _7._m2 * _7._m0.xyxy; vec2 _95 = _88.xy; vec2 _96 = _88.zw; vec2 _97 = clamp(_82 + (vec2(0.0, -2.0) * _7._m0.xy), _95, _96); vec3 _109 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _97, 0.0).w * _7._m1, 0.0, 1.0); vec4 _113 = textureLod(SPIRV_Cross_Combined_1, _97, 0.0); float _114 = _113.y; vec3 _129; if (_114 > 0.0) { _129 = _109 + (textureLod(SPIRV_Cross_Combined_2, _97, 0.0).xyz * clamp(_114 * _113.z, 0.0, 1.0)); } else { _129 = _109; } vec3 _130 = _129 * 0.5; vec4 _134 = vec4(_130.x, _130.y, _130.z, vec4(0.0).w); vec2 _144 = clamp(_82 + (vec2(-1.0) * _7._m0.xy), _95, _96); vec3 _156 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _144, 0.0).w * _7._m1, 0.0, 1.0); vec4 _160 = textureLod(SPIRV_Cross_Combined_1, _144, 0.0); float _161 = _160.y; vec3 _176; if (_161 > 0.0) { _176 = _156 + (textureLod(SPIRV_Cross_Combined_2, _144, 0.0).xyz * clamp(_161 * _160.z, 0.0, 1.0)); } else { _176 = _156; } vec3 _177 = _176 * 0.5; vec3 _180 = _134.xyz + _177; vec4 _181 = vec4(_180.x, _180.y, _180.z, _134.w); vec2 _191 = clamp(_82 + (vec2(0.0, -1.0) * _7._m0.xy), _95, _96); vec3 _203 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _191, 0.0).w * _7._m1, 0.0, 1.0); vec4 _207 = textureLod(SPIRV_Cross_Combined_1, _191, 0.0); float _208 = _207.y; vec3 _223; if (_208 > 0.0) { _223 = _203 + (textureLod(SPIRV_Cross_Combined_2, _191, 0.0).xyz * clamp(_208 * _207.z, 0.0, 1.0)); } else { _223 = _203; } vec3 _224 = _223 * 0.75; vec3 _227 = _181.xyz + _224; vec4 _228 = vec4(_227.x, _227.y, _227.z, _181.w); vec2 _238 = clamp(_82 + (vec2(1.0, -1.0) * _7._m0.xy), _95, _96); vec3 _250 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _238, 0.0).w * _7._m1, 0.0, 1.0); vec4 _254 = textureLod(SPIRV_Cross_Combined_1, _238, 0.0); float _255 = _254.y; vec3 _270; if (_255 > 0.0) { _270 = _250 + (textureLod(SPIRV_Cross_Combined_2, _238, 0.0).xyz * clamp(_255 * _254.z, 0.0, 1.0)); } else { _270 = _250; } vec3 _271 = _270 * 0.5; vec3 _274 = _228.xyz + _271; vec4 _275 = vec4(_274.x, _274.y, _274.z, _228.w); vec2 _285 = clamp(_82 + (vec2(-2.0, 0.0) * _7._m0.xy), _95, _96); vec3 _297 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _285, 0.0).w * _7._m1, 0.0, 1.0); vec4 _301 = textureLod(SPIRV_Cross_Combined_1, _285, 0.0); float _302 = _301.y; vec3 _317; if (_302 > 0.0) { _317 = _297 + (textureLod(SPIRV_Cross_Combined_2, _285, 0.0).xyz * clamp(_302 * _301.z, 0.0, 1.0)); } else { _317 = _297; } vec3 _318 = _317 * 0.5; vec3 _321 = _275.xyz + _318; vec4 _322 = vec4(_321.x, _321.y, _321.z, _275.w); vec2 _332 = clamp(_82 + (vec2(-1.0, 0.0) * _7._m0.xy), _95, _96); vec3 _344 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _332, 0.0).w * _7._m1, 0.0, 1.0); vec4 _348 = textureLod(SPIRV_Cross_Combined_1, _332, 0.0); float _349 = _348.y; vec3 _364; if (_349 > 0.0) { _364 = _344 + (textureLod(SPIRV_Cross_Combined_2, _332, 0.0).xyz * clamp(_349 * _348.z, 0.0, 1.0)); } else { _364 = _344; } vec3 _365 = _364 * 0.75; vec3 _368 = _322.xyz + _365; vec4 _369 = vec4(_368.x, _368.y, _368.z, _322.w); vec2 _379 = clamp(_82, _95, _96); vec3 _391 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _379, 0.0).w * _7._m1, 0.0, 1.0); vec4 _395 = textureLod(SPIRV_Cross_Combined_1, _379, 0.0); float _396 = _395.y; vec3 _411; if (_396 > 0.0) { _411 = _391 + (textureLod(SPIRV_Cross_Combined_2, _379, 0.0).xyz * clamp(_396 * _395.z, 0.0, 1.0)); } else { _411 = _391; } vec3 _412 = _411 * 1.0; vec3 _415 = _369.xyz + _412; vec4 _416 = vec4(_415.x, _415.y, _415.z, _369.w); vec2 _426 = clamp(_82 + (vec2(1.0, 0.0) * _7._m0.xy), _95, _96); vec3 _438 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _426, 0.0).w * _7._m1, 0.0, 1.0); vec4 _442 = textureLod(SPIRV_Cross_Combined_1, _426, 0.0); float _443 = _442.y; vec3 _458; if (_443 > 0.0) { _458 = _438 + (textureLod(SPIRV_Cross_Combined_2, _426, 0.0).xyz * clamp(_443 * _442.z, 0.0, 1.0)); } else { _458 = _438; } vec3 _459 = _458 * 0.75; vec3 _462 = _416.xyz + _459; vec4 _463 = vec4(_462.x, _462.y, _462.z, _416.w); vec2 _473 = clamp(_82 + (vec2(2.0, 0.0) * _7._m0.xy), _95, _96); vec3 _485 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _473, 0.0).w * _7._m1, 0.0, 1.0); vec4 _489 = textureLod(SPIRV_Cross_Combined_1, _473, 0.0); float _490 = _489.y; vec3 _505; if (_490 > 0.0) { _505 = _485 + (textureLod(SPIRV_Cross_Combined_2, _473, 0.0).xyz * clamp(_490 * _489.z, 0.0, 1.0)); } else { _505 = _485; } vec3 _506 = _505 * 0.5; vec3 _509 = _463.xyz + _506; vec4 _510 = vec4(_509.x, _509.y, _509.z, _463.w); vec2 _520 = clamp(_82 + (vec2(-1.0, 1.0) * _7._m0.xy), _95, _96); vec3 _532 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _520, 0.0).w * _7._m1, 0.0, 1.0); vec4 _536 = textureLod(SPIRV_Cross_Combined_1, _520, 0.0); float _537 = _536.y; vec3 _552; if (_537 > 0.0) { _552 = _532 + (textureLod(SPIRV_Cross_Combined_2, _520, 0.0).xyz * clamp(_537 * _536.z, 0.0, 1.0)); } else { _552 = _532; } vec3 _553 = _552 * 0.5; vec3 _556 = _510.xyz + _553; vec4 _557 = vec4(_556.x, _556.y, _556.z, _510.w); vec2 _567 = clamp(_82 + (vec2(0.0, 1.0) * _7._m0.xy), _95, _96); vec3 _579 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _567, 0.0).w * _7._m1, 0.0, 1.0); vec4 _583 = textureLod(SPIRV_Cross_Combined_1, _567, 0.0); float _584 = _583.y; vec3 _599; if (_584 > 0.0) { _599 = _579 + (textureLod(SPIRV_Cross_Combined_2, _567, 0.0).xyz * clamp(_584 * _583.z, 0.0, 1.0)); } else { _599 = _579; } vec3 _600 = _599 * 0.75; vec3 _603 = _557.xyz + _600; vec4 _604 = vec4(_603.x, _603.y, _603.z, _557.w); vec2 _614 = clamp(_82 + _7._m0.xy, _95, _96); vec3 _626 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _614, 0.0).w * _7._m1, 0.0, 1.0); vec4 _630 = textureLod(SPIRV_Cross_Combined_1, _614, 0.0); float _631 = _630.y; vec3 _646; if (_631 > 0.0) { _646 = _626 + (textureLod(SPIRV_Cross_Combined_2, _614, 0.0).xyz * clamp(_631 * _630.z, 0.0, 1.0)); } else { _646 = _626; } vec3 _647 = _646 * 0.5; vec3 _650 = _604.xyz + _647; vec4 _651 = vec4(_650.x, _650.y, _650.z, _604.w); vec2 _661 = clamp(_82 + (vec2(0.0, 2.0) * _7._m0.xy), _95, _96); vec3 _673 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _661, 0.0).w * _7._m1, 0.0, 1.0); vec4 _677 = textureLod(SPIRV_Cross_Combined_1, _661, 0.0); float _678 = _677.y; vec3 _693; if (_678 > 0.0) { _693 = _673 + (textureLod(SPIRV_Cross_Combined_2, _661, 0.0).xyz * clamp(_678 * _677.z, 0.0, 1.0)); } else { _693 = _673; } vec3 _697 = _651.xyz + (_693 * 0.5); vec4 _698 = vec4(_697.x, _697.y, _697.z, _651.w); vec3 _702 = _698.xyz * vec3(0.125); _28 _704 = _74; _704._m0 = vec4(_702.x, _702.y, _702.z, _698.w); _28 _705 = _704; _705._m0.w = 1.0; _5 = _705._m0; }