#version 450 #if defined(GL_EXT_control_flow_attributes) #extension GL_EXT_control_flow_attributes : require #define SPIRV_CROSS_FLATTEN [[flatten]] #define SPIRV_CROSS_BRANCH [[dont_flatten]] #define SPIRV_CROSS_UNROLL [[unroll]] #define SPIRV_CROSS_LOOP [[dont_unroll]] #else #define SPIRV_CROSS_FLATTEN #define SPIRV_CROSS_BRANCH #define SPIRV_CROSS_UNROLL #define SPIRV_CROSS_LOOP #endif 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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; } 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; SPIRV_CROSS_BRANCH 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 _702 = (((((((((((((_129 * 0.5).xyz + (_176 * 0.5)).xyz + (_223 * 0.75)).xyz + (_270 * 0.5)).xyz + (_317 * 0.5)).xyz + (_364 * 0.75)).xyz + (_411 * 1.0)).xyz + (_458 * 0.75)).xyz + (_505 * 0.5)).xyz + (_552 * 0.5)).xyz + (_599 * 0.75)).xyz + (_646 * 0.5)).xyz + (_693 * 0.5)).xyz * vec3(0.125); _28 _704 = _74; _704._m0 = vec4(_702.x, _702.y, _702.z, vec4(0.0).w); _28 _705 = _704; _705._m0.w = 1.0; _5 = _705._m0; }