#version 310 es struct PatchData { vec4 Position; vec4 LODs; }; layout(binding = 0, std140) uniform PerPatch { PatchData Patches[256]; } _53; layout(binding = 2, std140) uniform GlobalGround { vec4 GroundScale; vec4 GroundPosition; vec4 InvGroundSize_PatchScale; } _156; layout(binding = 0, std140) uniform GlobalVSData { vec4 g_ViewProj_Row0; vec4 g_ViewProj_Row1; vec4 g_ViewProj_Row2; vec4 g_ViewProj_Row3; vec4 g_CamPos; vec4 g_CamRight; vec4 g_CamUp; vec4 g_CamFront; vec4 g_SunDir; vec4 g_SunColor; vec4 g_TimeParams; vec4 g_ResolutionParams; vec4 g_CamAxisRight; vec4 g_FogColor_Distance; vec4 g_ShadowVP_Row0; vec4 g_ShadowVP_Row1; vec4 g_ShadowVP_Row2; vec4 g_ShadowVP_Row3; } _236; layout(binding = 1) uniform mediump sampler2D TexLOD; layout(binding = 0) uniform mediump sampler2D TexHeightmap; layout(location = 1) in vec4 LODWeights; uniform int SPIRV_Cross_BaseInstance; layout(location = 0) in vec2 Position; layout(location = 1) out vec3 EyeVec; layout(location = 0) out vec2 TexCoord; void main() { uint _372; uint _28; uint _376; float _300 = all(equal(LODWeights, vec4(0.0))) ? _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.w : dot(LODWeights, _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].LODs); float _302 = floor(_300); uint _307 = uint(_302); uvec2 _309 = uvec2(Position); uvec2 _316 = (uvec2(1u) << uvec2(_307, _307 + 1u)) - uvec2(1u); uint _395; if (_309.x < 32u) { _372 = _316.x; _395 = _372; } else { _395 = 0u; } uint _396; if (_309.y < 32u) { _376 = _316.y; _396 = _376; } else { _396 = 0u; } vec4 _344 = vec4((_309 + uvec2(_395, _396)).xyxy & (~_316).xxyy); vec2 _173 = ((_53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _156.InvGroundSize_PatchScale.zw) + mix(_344.xy, _344.zw, vec2(_300 - _302))) * _156.InvGroundSize_PatchScale.xy; mediump float _360 = textureLod(TexLOD, _173, 0.0).x * 7.96875; float _362 = floor(_360); vec2 _185 = _156.InvGroundSize_PatchScale.xy * exp2(_362); vec3 _230 = (vec3(_173.x, mix(textureLod(TexHeightmap, _173 + (_185 * 0.5), _362).x, textureLod(TexHeightmap, _173 + (_185 * 1.0), _362 + 1.0).x, _360 - _362), _173.y) * _156.GroundScale.xyz) + _156.GroundPosition.xyz; EyeVec = _230 - _236.g_CamPos.xyz; TexCoord = _173 + (_156.InvGroundSize_PatchScale.xy * 0.5); gl_Position = (((_236.g_ViewProj_Row0 * _230.x) + (_236.g_ViewProj_Row1 * _230.y)) + (_236.g_ViewProj_Row2 * _230.z)) + _236.g_ViewProj_Row3; }