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HevSmoothClusterFS꣆=3X3 ]s!pSmoothClusterHQFS]тyC~Ή pSmoothClusterHQGBufferFSy+m~5 IGpUIFogFSO?q֘TX IpUIFogVSC״q&ҭKvUIVSBI@/UwfMNGvWaterFSp% ebP>$ae`PpWaterHQFSfA3=֓67\V"pWaterHQVS+We{3d^[ vWaterVS.DC hTe#hv#version 110 varying vec4 frag_TEXCOORD1; varying float frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; vec4 result_4; tmpvar_1 = (frag_TEXCOORD1 / frag_TEXCOORD1.wwww); tmpvar_2 = (frag_TEXCOORD2 / frag_TEXCOORD2.wwww); tmpvar_3 = (frag_TEXCOORD3 / frag_TEXCOORD3.wwww); result_4.xyz = vec3(1.0, 1.0, 1.0); vec2 tmpvar_5; tmpvar_5 = normalize((tmpvar_3.xy - tmpvar_2.xy)); vec2 tmpvar_6; tmpvar_6 = (tmpvar_1.xy - tmpvar_2.xy); float tmpvar_7; tmpvar_7 = dot (tmpvar_5, tmpvar_6); float tmpvar_8; tmpvar_8 = dot (tmpvar_5, (-(tmpvar_1.xy) + tmpvar_3.xy)); if ((tmpvar_7 < 0.0)) { discard; }; if ((tmpvar_8 < 0.0)) { discard; }; vec2 tmpvar_9; tmpvar_9.x = tmpvar_5.y; tmpvar_9.y = -(tmpvar_5.x); result_4.w = clamp (((1.0 + ((CB1[5].w - 1.0) * 0.5) ) - ( (abs(dot (tmpvar_9, tmpvar_6)) * 0.5) * CB1[5].y)), 0.0, 1.0); result_4 = (result_4 * CB1[4]); result_4.w = pow (clamp ((1.0 - result_4.w), 0.0, 1.0), 0.4545454); result_4.w = (1.0 - result_4.w); result_4.xyz = mix (CB0[13].xyz, result_4.xyz, vec3(clamp (frag_COLOR0, 0.0, 1.0))); gl_FragData[0] = result_4; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; varying vec4 frag_TEXCOORD1; varying float frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 position_1; vec4 tmpvar_2; vec4 tmpvar_3; vec4 tmpvar_4; vec4 tmpvar_5; tmpvar_5.x = dot (CB1[0], POSITION); tmpvar_5.y = dot (CB1[1], POSITION); tmpvar_5.z = dot (CB1[2], POSITION); tmpvar_5.w = dot (CB1[3], POSITION); position_1 = tmpvar_5; vec3 tmpvar_6; tmpvar_6.x = dot (CB1[0].xyz, NORMAL); tmpvar_6.y = dot (CB1[1].xyz, NORMAL); tmpvar_6.z = dot (CB1[2].xyz, NORMAL); vec3 tmpvar_7; tmpvar_7 = normalize(tmpvar_6); vec4 tmpvar_8; tmpvar_8.x = dot (CB1[0], vec4(1.0, 0.0, 0.0, 1.0)); tmpvar_8.y = dot (CB1[1], vec4(1.0, 0.0, 0.0, 1.0)); tmpvar_8.z = dot (CB1[2], vec4(1.0, 0.0, 0.0, 1.0)); tmpvar_8.w = dot (CB1[3], vec4(1.0, 0.0, 0.0, 1.0)); vec4 tmpvar_9; tmpvar_9.x = dot (CB1[0], vec4(-1.0, 0.0, 0.0, 1.0)); tmpvar_9.y = dot (CB1[1], vec4(-1.0, 0.0, 0.0, 1.0)); tmpvar_9.z = dot (CB1[2], vec4(-1.0, 0.0, 0.0, 1.0)); tmpvar_9.w = dot (CB1[3], vec4(-1.0, 0.0, 0.0, 1.0)); float tmpvar_10; tmpvar_10 = (CB1[5].w + 2.0); float tmpvar_11; vec4 x_12; x_12 = (tmpvar_5 - tmpvar_8); tmpvar_11 = sqrt(dot (x_12, x_12)); float tmpvar_13; vec4 x_14; x_14 = (tmpvar_5 - tmpvar_9); tmpvar_13 = sqrt(dot (x_14, x_14)); if ((tmpvar_11 < tmpvar_13)) { vec4 tmpvar_15; tmpvar_15.x = CB0[0].w; tmpvar_15.y = CB0[1].w; tmpvar_15.z = CB0[2].w; tmpvar_15.w = CB0[3].w; vec4 tmpvar_16; tmpvar_16.w = 1.0; tmpvar_16.xyz = tmpvar_8.xyz; position_1.xyz = (tmpvar_8.xyz + (tmpvar_7 * vec3(( (tmpvar_10 * dot (tmpvar_15, tmpvar_16)) * CB1[5].x)))); } else { vec4 tmpvar_17; tmpvar_17.x = CB0[0].w; tmpvar_17.y = CB0[1].w; tmpvar_17.z = CB0[2].w; tmpvar_17.w = CB0[3].w; vec4 tmpvar_18; tmpvar_18.w = 1.0; tmpvar_18.xyz = tmpvar_9.xyz; position_1.xyz = (tmpvar_9.xyz + (tmpvar_7 * vec3(( (tmpvar_10 * dot (tmpvar_17, tmpvar_18)) * CB1[5].x)))); }; float tmpvar_19; tmpvar_19 = dot (CB0[1], position_1); float tmpvar_20; tmpvar_20 = dot (CB0[3], position_1); vec4 tmpvar_21; tmpvar_21.x = dot (CB0[0], position_1); tmpvar_21.y = tmpvar_19; tmpvar_21.z = dot (CB0[2], position_1); tmpvar_21.w = tmpvar_20; tmpvar_2.xzw = tmpvar_21.xzw; float tmpvar_22; tmpvar_22 = dot (CB0[1], tmpvar_8); vec4 tmpvar_23; tmpvar_23.x = dot (CB0[0], tmpvar_8); tmpvar_23.y = tmpvar_22; tmpvar_23.z = dot (CB0[2], tmpvar_8); tmpvar_23.w = dot (CB0[3], tmpvar_8); tmpvar_3.xzw = tmpvar_23.xzw; float tmpvar_24; tmpvar_24 = dot (CB0[1], tmpvar_9); vec4 tmpvar_25; tmpvar_25.x = dot (CB0[0], tmpvar_9); tmpvar_25.y = tmpvar_24; tmpvar_25.z = dot (CB0[2], tmpvar_9); tmpvar_25.w = dot (CB0[3], tmpvar_9); tmpvar_4.xzw = tmpvar_25.xzw; tmpvar_2.y = (tmpvar_19 * CB1[5].z); tmpvar_3.y = (tmpvar_22 * CB1[5].z); tmpvar_4.y = (tmpvar_24 * CB1[5].z); gl_Position = tmpvar_21; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = ((CB0[12].z - tmpvar_20) * CB0[12].w); frag_TEXCOORD2 = tmpvar_3; frag_TEXCOORD3 = tmpvar_4; } #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform sampler2D DiffuseMap; void main () { vec4 result_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (DiffuseMap, frag_TEXCOORD0) * frag_COLOR0); result_1.w = tmpvar_2.w; result_1.xyz = mix (CB0[13].xyz, tmpvar_2.xyz, vec3(clamp (frag_TEXCOORD1, 0.0, 1.0))); gl_FragData[0] = result_1; } //$$DiffuseMap=s0 #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec3 NORMAL; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1.x = dot (CB1[0], POSITION); tmpvar_1.y = dot (CB1[1], POSITION); tmpvar_1.z = dot (CB1[2], POSITION); tmpvar_1.w = dot (CB1[3], POSITION); vec3 tmpvar_2; tmpvar_2.x = dot (CB1[0].xyz, NORMAL); tmpvar_2.y = dot (CB1[1].xyz, NORMAL); tmpvar_2.z = dot (CB1[2].xyz, NORMAL); float tmpvar_3; tmpvar_3 = dot (normalize(tmpvar_2), -(CB0[10].xyz)); float tmpvar_4; tmpvar_4 = dot (CB0[3], tmpvar_1); vec4 tmpvar_5; tmpvar_5.x = dot (CB0[0], tmpvar_1); tmpvar_5.y = dot (CB0[1], tmpvar_1); tmpvar_5.z = dot (CB0[2], tmpvar_1); tmpvar_5.w = tmpvar_4; vec4 tmpvar_6; tmpvar_6.xyz = (CB1[4].xyz * ((CB0[8].xyz + (vec3(clamp (tmpvar_3, 0.0, 1.0)) * CB0[9].xyz) ) + (vec3( clamp (-(tmpvar_3), 0.0, 1.0) ) * CB0[11].xyz))); tmpvar_6.w = CB1[4].w; gl_Position = tmpvar_5; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = tmpvar_6; frag_TEXCOORD1 = ((CB0[12].z - tmpvar_4) * CB0[12].w); } #version 110 varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform sampler3D LightMap; void main () { vec4 result_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD1.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); result_1.xyz = (((CB0[8].xyz + frag_COLOR1) + mix (texture3D (LightMap, (frag_TEXCOORD1.yzx - (frag_TEXCOORD1.yzx * vec3(tmpvar_2))) ), CB0[14], vec4(tmpvar_2)).xyz) * frag_COLOR0.xyz); result_1.w = frag_COLOR0.w; result_1.xyz = mix (CB0[13].xyz, result_1.xyz, vec3(clamp (frag_TEXCOORD1.w, 0.0, 1.0))); gl_FragData[0] = result_1; } //$$LightMap=s1 #version 110 attribute vec4 POSITION; varying vec4 frag_COLOR0; varying float frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec3 position_1; float x_2; float tmpvar_3; tmpvar_3 = ((POSITION.x * 0.5) + 0.5); x_2 = (tmpvar_3 * CB1[5].z); float y_over_x_4; y_over_x_4 = (((2.0 * CB1[5].x) * x_2) + CB1[5].y); float tmpvar_5; float tmpvar_6; tmpvar_6 = (min (abs(y_over_x_4), 1.0) / max (abs(y_over_x_4), 1.0)); float tmpvar_7; tmpvar_7 = (tmpvar_6 * tmpvar_6); tmpvar_7 = ((( (((( ((((-0.01213232 * tmpvar_7) + 0.05368138) * tmpvar_7) - 0.1173503) * tmpvar_7) + 0.1938925) * tmpvar_7) - 0.3326756) * tmpvar_7) + 0.9999793) * tmpvar_6); tmpvar_7 = (tmpvar_7 + (float( (abs(y_over_x_4) > 1.0) ) * ( (tmpvar_7 * -2.0) + 1.570796))); tmpvar_5 = (tmpvar_7 * sign(y_over_x_4)); vec3 tmpvar_8; tmpvar_8.x = 0.0; tmpvar_8.yz = (POSITION.yz * CB1[5].ww); position_1.z = tmpvar_8.z; position_1.x = ((-(tmpvar_8.y) * sin(tmpvar_5)) + x_2); position_1.y = ((tmpvar_8.y * cos(tmpvar_5)) + (( (CB1[5].x * x_2) * x_2) + (CB1[5].y * x_2))); vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = position_1; vec4 tmpvar_10; tmpvar_10.x = dot (CB1[0], tmpvar_9); tmpvar_10.y = dot (CB1[1], tmpvar_9); tmpvar_10.z = dot (CB1[2], tmpvar_9); tmpvar_10.w = dot (CB1[3], tmpvar_9); vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = tmpvar_10.xyz; float tmpvar_12; tmpvar_12 = dot (CB0[3], tmpvar_11); vec4 tmpvar_13; tmpvar_13.x = dot (CB0[0], tmpvar_11); tmpvar_13.y = dot (CB0[1], tmpvar_11); tmpvar_13.z = dot (CB0[2], tmpvar_11); tmpvar_13.w = tmpvar_12; vec4 tmpvar_14; tmpvar_14.xyz = CB1[4].xyz; tmpvar_14.w = (1.0 - tmpvar_3); gl_Position = tmpvar_13; frag_COLOR0 = tmpvar_14; frag_COLOR1 = ((CB0[12].z - tmpvar_12) * CB0[12].w); } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec3 NORMAL; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec3 normalCurve_1; vec3 position_2; float tmpvar_3; tmpvar_3 = CB1[5].x; float tmpvar_4; tmpvar_4 = CB1[5].z; float tmpvar_5; tmpvar_5 = (0.5 * (POSITION.x + 1.0)); float tmpvar_6; tmpvar_6 = exp((( (tmpvar_5 * tmpvar_3) - CB1[5].y) / tmpvar_4)); float tmpvar_7; tmpvar_7 = (1.0/(tmpvar_6)); position_2.x = (tmpvar_5 * tmpvar_3); position_2.y = (tmpvar_4 * ((0.5 * (tmpvar_6 + tmpvar_7) ) - 1.0)); position_2.z = 0.0; normalCurve_1.x = (0.5 * (tmpvar_6 - tmpvar_7)); normalCurve_1.y = -1.0; normalCurve_1.z = 0.0; vec3 tmpvar_8; tmpvar_8 = normalize(normalCurve_1); normalCurve_1 = tmpvar_8; position_2 = (position_2 + (CB1[5].www * ( (POSITION.zzz * vec3(0.0, 0.0, 1.0)) - (POSITION.yyy * tmpvar_8) ))); vec3 tmpvar_9; tmpvar_9 = (((NORMAL.xxx * vec3(1.0, 0.0, 0.0)) + (NORMAL.zzz * vec3(0.0, 0.0, 1.0))) - (NORMAL.yyy * tmpvar_8)); vec4 tmpvar_10; tmpvar_10.w = 1.0; tmpvar_10.xyz = position_2; vec4 tmpvar_11; tmpvar_11.x = dot (CB1[0], tmpvar_10); tmpvar_11.y = dot (CB1[1], tmpvar_10); tmpvar_11.z = dot (CB1[2], tmpvar_10); tmpvar_11.w = dot (CB1[3], tmpvar_10); vec3 tmpvar_12; tmpvar_12.x = dot (CB1[0].xyz, tmpvar_9); tmpvar_12.y = dot (CB1[1].xyz, tmpvar_9); tmpvar_12.z = dot (CB1[2].xyz, tmpvar_9); float tmpvar_13; tmpvar_13 = dot (tmpvar_12, -(CB0[10].xyz)); vec4 tmpvar_14; tmpvar_14.w = 1.0; tmpvar_14.xyz = tmpvar_11.xyz; float tmpvar_15; tmpvar_15 = dot (CB0[3], tmpvar_14); vec4 tmpvar_16; tmpvar_16.x = dot (CB0[0], tmpvar_14); tmpvar_16.y = dot (CB0[1], tmpvar_14); tmpvar_16.z = dot (CB0[2], tmpvar_14); tmpvar_16.w = tmpvar_15; vec4 tmpvar_17; tmpvar_17.xyz = (((tmpvar_11.xyz + (tmpvar_12 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_17.w = ((CB0[12].z - tmpvar_15) * CB0[12].w); gl_Position = tmpvar_16; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = CB1[4]; frag_COLOR1 = ((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(clamp ( -(tmpvar_13) , 0.0, 1.0)) * CB0[11].xyz)); frag_TEXCOORD1 = tmpvar_17; } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { float tmpvar_1; tmpvar_1 = CB1[5].x; float tmpvar_2; tmpvar_2 = CB1[5].y; float tmpvar_3; tmpvar_3 = CB1[5].w; float tmpvar_4; tmpvar_4 = (((POSITION.x + 1.0) * (3.141593 * tmpvar_3)) + 1.570796); float tmpvar_5; tmpvar_5 = sin(tmpvar_4); float tmpvar_6; tmpvar_6 = cos(tmpvar_4); vec3 tmpvar_7; tmpvar_7.x = ((POSITION.x * tmpvar_1) * 0.5); tmpvar_7.y = (tmpvar_5 * tmpvar_2); tmpvar_7.z = (tmpvar_6 * tmpvar_2); vec2 tmpvar_8; tmpvar_8.x = tmpvar_1; tmpvar_8.y = ((6.283186 * tmpvar_2) * tmpvar_3); vec2 tmpvar_9; tmpvar_9 = normalize(tmpvar_8); vec3 tmpvar_10; tmpvar_10.x = tmpvar_9.x; tmpvar_10.y = (tmpvar_6 * tmpvar_9.y); tmpvar_10.z = (-(tmpvar_5) * tmpvar_9.y); vec3 tmpvar_11; tmpvar_11.x = 0.0; tmpvar_11.y = tmpvar_5; tmpvar_11.z = tmpvar_6; vec3 tmpvar_12; tmpvar_12 = ((POSITION.yyy * tmpvar_11) - (POSITION.zzz * ( (tmpvar_11.yzx * tmpvar_10.zxy) - (tmpvar_11.zxy * tmpvar_10.yzx) ))); vec4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = (tmpvar_7 + (vec3((0.5 * CB1[5].z)) * tmpvar_12)); vec4 tmpvar_14; tmpvar_14.x = dot (CB1[0], tmpvar_13); tmpvar_14.y = dot (CB1[1], tmpvar_13); tmpvar_14.z = dot (CB1[2], tmpvar_13); tmpvar_14.w = dot (CB1[3], tmpvar_13); vec3 tmpvar_15; tmpvar_15.x = dot (CB1[0].xyz, tmpvar_12); tmpvar_15.y = dot (CB1[1].xyz, tmpvar_12); tmpvar_15.z = dot (CB1[2].xyz, tmpvar_12); float tmpvar_16; tmpvar_16 = dot (tmpvar_15, -(CB0[10].xyz)); vec4 tmpvar_17; tmpvar_17.w = 1.0; tmpvar_17.xyz = tmpvar_14.xyz; float tmpvar_18; tmpvar_18 = dot (CB0[3], tmpvar_17); vec4 tmpvar_19; tmpvar_19.x = dot (CB0[0], tmpvar_17); tmpvar_19.y = dot (CB0[1], tmpvar_17); tmpvar_19.z = dot (CB0[2], tmpvar_17); tmpvar_19.w = tmpvar_18; vec4 tmpvar_20; tmpvar_20.xyz = (((tmpvar_14.xyz + (tmpvar_15 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_20.w = ((CB0[12].z - tmpvar_18) * CB0[12].w); gl_Position = tmpvar_19; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = CB1[4]; frag_COLOR1 = ((vec3(clamp (tmpvar_16, 0.0, 1.0)) * CB0[9].xyz) + (vec3(clamp ( -(tmpvar_16) , 0.0, 1.0)) * CB0[11].xyz)); frag_TEXCOORD1 = tmpvar_20; } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec3 NORMAL; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1.x = dot (CB1[0], POSITION); tmpvar_1.y = dot (CB1[1], POSITION); tmpvar_1.z = dot (CB1[2], POSITION); tmpvar_1.w = dot (CB1[3], POSITION); vec3 tmpvar_2; tmpvar_2.x = dot (CB1[0].xyz, NORMAL); tmpvar_2.y = dot (CB1[1].xyz, NORMAL); tmpvar_2.z = dot (CB1[2].xyz, NORMAL); vec3 tmpvar_3; tmpvar_3 = normalize(tmpvar_2); float tmpvar_4; tmpvar_4 = dot (tmpvar_3, -(CB0[10].xyz)); vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = tmpvar_1.xyz; float tmpvar_6; tmpvar_6 = dot (CB0[3], tmpvar_5); vec4 tmpvar_7; tmpvar_7.x = dot (CB0[0], tmpvar_5); tmpvar_7.y = dot (CB0[1], tmpvar_5); tmpvar_7.z = dot (CB0[2], tmpvar_5); tmpvar_7.w = tmpvar_6; vec4 tmpvar_8; tmpvar_8.xyz = (((tmpvar_1.xyz + (tmpvar_3 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_8.w = ((CB0[12].z - tmpvar_6) * CB0[12].w); gl_Position = tmpvar_7; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = CB1[4]; frag_COLOR1 = ((vec3(clamp (tmpvar_4, 0.0, 1.0)) * CB0[9].xyz) + (vec3(clamp ( -(tmpvar_4) , 0.0, 1.0)) * CB0[11].xyz)); frag_TEXCOORD1 = tmpvar_8; } #version 110 varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; void main () { vec3 tmpvar_1; tmpvar_1 = (frag_TEXCOORD0.xyz - frag_TEXCOORD1.xyz); float tmpvar_2; tmpvar_2 = max (0.0, (frag_TEXCOORD1.w - 1.0)); float tmpvar_3; tmpvar_3 = (2.0 * dot (tmpvar_1, normalize( (frag_TEXCOORD0.xyz - CB0[7].xyz) ))); float tmpvar_4; tmpvar_4 = (dot (tmpvar_1, tmpvar_1) - (frag_TEXCOORD1.w * frag_TEXCOORD1.w)); float tmpvar_5; tmpvar_5 = (dot (tmpvar_1, tmpvar_1) - (tmpvar_2 * tmpvar_2)); if (((tmpvar_3 * tmpvar_3) < (4.0 * tmpvar_4))) { discard; }; if (((tmpvar_3 * tmpvar_3) > (4.0 * tmpvar_5))) { discard; }; gl_FragData[0] = frag_COLOR0; } #version 110 attribute vec4 POSITION; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1.x = dot (CB1[0], POSITION); tmpvar_1.y = dot (CB1[1], POSITION); tmpvar_1.z = dot (CB1[2], POSITION); tmpvar_1.w = dot (CB1[3], POSITION); vec4 tmpvar_2; tmpvar_2.x = dot (CB0[0], tmpvar_1); tmpvar_2.y = dot (CB0[1], tmpvar_1); tmpvar_2.z = dot (CB0[2], tmpvar_1); tmpvar_2.w = dot (CB0[3], tmpvar_1); vec4 tmpvar_3; tmpvar_3.x = CB1[0].w; tmpvar_3.y = CB1[1].w; tmpvar_3.z = CB1[2].w; tmpvar_3.w = CB1[3].w; vec4 tmpvar_4; tmpvar_4.x = CB1[0].x; tmpvar_4.y = CB1[1].x; tmpvar_4.z = CB1[2].x; tmpvar_4.w = CB1[3].x; vec4 tmpvar_5; tmpvar_5.xyz = tmpvar_3.xyz; tmpvar_5.w = sqrt(dot (tmpvar_4, tmpvar_4)); gl_Position = tmpvar_2; frag_COLOR0 = CB1[4]; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_5; } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec3 NORMAL; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1.x = dot (CB1[0], POSITION); tmpvar_1.y = dot (CB1[1], POSITION); tmpvar_1.z = dot (CB1[2], POSITION); tmpvar_1.w = dot (CB1[3], POSITION); vec3 tmpvar_2; tmpvar_2.x = dot (CB1[0].xyz, NORMAL); tmpvar_2.y = dot (CB1[1].xyz, NORMAL); tmpvar_2.z = dot (CB1[2].xyz, NORMAL); float tmpvar_3; tmpvar_3 = clamp (dot (normalize(tmpvar_2), normalize( (CB0[7].xyz - tmpvar_1.xyz) )), 0.0, 1.0); float tmpvar_4; tmpvar_4 = dot (CB0[3], tmpvar_1); vec4 tmpvar_5; tmpvar_5.x = dot (CB0[0], tmpvar_1); tmpvar_5.y = dot (CB0[1], tmpvar_1); tmpvar_5.z = dot (CB0[2], tmpvar_1); tmpvar_5.w = tmpvar_4; vec4 tmpvar_6; tmpvar_6.xyz = ((CB1[4].xyz * vec3((0.75 + (0.25 * tmpvar_3) ))) + vec3(pow (tmpvar_3, 64.0))); tmpvar_6.w = CB1[4].w; gl_Position = tmpvar_5; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = tmpvar_6; frag_TEXCOORD1 = ((CB0[12].z - tmpvar_4) * CB0[12].w); } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec3 NORMAL; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1.x = dot (CB1[0], POSITION); tmpvar_1.y = dot (CB1[1], POSITION); tmpvar_1.z = dot (CB1[2], POSITION); tmpvar_1.w = dot (CB1[3], POSITION); vec3 tmpvar_2; tmpvar_2.x = dot (CB1[0].xyz, NORMAL); tmpvar_2.y = dot (CB1[1].xyz, NORMAL); tmpvar_2.z = dot (CB1[2].xyz, NORMAL); float tmpvar_3; tmpvar_3 = clamp (dot (normalize(tmpvar_2), normalize( (CB0[7].xyz - tmpvar_1.xyz) )), 0.0, 1.0); float tmpvar_4; tmpvar_4 = dot (CB0[3], tmpvar_1); vec4 tmpvar_5; tmpvar_5.x = dot (CB0[0], tmpvar_1); tmpvar_5.y = dot (CB0[1], tmpvar_1); tmpvar_5.z = dot (CB0[2], tmpvar_1); tmpvar_5.w = tmpvar_4; vec4 tmpvar_6; tmpvar_6.xyz = ((CB1[4].xyz * vec3((0.5 + (0.5 * tmpvar_3) ))) + vec3(pow (tmpvar_3, 64.0))); tmpvar_6.w = CB1[4].w; gl_Position = tmpvar_5; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = tmpvar_6; frag_TEXCOORD1 = ((CB0[12].z - tmpvar_4) * CB0[12].w); } #version 110 varying vec4 frag_COLOR0; varying float frag_COLOR1; uniform vec4 CB0[24]; void main () { vec4 result_1; result_1.w = frag_COLOR0.w; result_1.xyz = mix (CB0[13].xyz, frag_COLOR0.xyz, vec3(clamp (frag_COLOR1, 0.0, 1.0))); gl_FragData[0] = result_1; } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1.x = dot (CB1[0], POSITION); tmpvar_1.y = dot (CB1[1], POSITION); tmpvar_1.z = dot (CB1[2], POSITION); tmpvar_1.w = dot (CB1[3], POSITION); float tmpvar_2; tmpvar_2 = dot (CB0[3], tmpvar_1); vec4 tmpvar_3; tmpvar_3.x = dot (CB0[0], tmpvar_1); tmpvar_3.y = dot (CB0[1], tmpvar_1); tmpvar_3.z = dot (CB0[2], tmpvar_1); tmpvar_3.w = tmpvar_2; vec4 tmpvar_4; tmpvar_4.xyz = CB1[4].xyz; tmpvar_4.w = CB1[4].w; gl_Position = tmpvar_3; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = tmpvar_4; frag_TEXCOORD1 = ((CB0[12].z - tmpvar_2) * CB0[12].w); } #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { float weight_1; vec4 result_2; float sigmaN_3; vec2 step_4; step_4 = CB1[1].xy; float tmpvar_5; tmpvar_5 = CB1[1].z; sigmaN_3 = (1.0/(((2.0 * tmpvar_5) * tmpvar_5))); result_2 = texture2D (Texture0, frag_TEXCOORD0); float tmpvar_6; tmpvar_6 = exp((-4.0 * sigmaN_3)); float tmpvar_7; tmpvar_7 = (exp(-(sigmaN_3)) + tmpvar_6); float tmpvar_8; tmpvar_8 = (1.0 + (tmpvar_6 / tmpvar_7)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_8))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_8))) )) * vec4(tmpvar_7))); weight_1 = (1.0 + (2.0 * tmpvar_7)); float tmpvar_9; tmpvar_9 = exp((-16.0 * sigmaN_3)); float tmpvar_10; tmpvar_10 = (exp((-9.0 * sigmaN_3)) + tmpvar_9); float tmpvar_11; tmpvar_11 = (3.0 + (tmpvar_9 / tmpvar_10)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_11))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_11))) )) * vec4(tmpvar_10))); weight_1 = (weight_1 + (2.0 * tmpvar_10)); float tmpvar_12; tmpvar_12 = exp((-36.0 * sigmaN_3)); float tmpvar_13; tmpvar_13 = (exp((-25.0 * sigmaN_3)) + tmpvar_12); float tmpvar_14; tmpvar_14 = (5.0 + (tmpvar_12 / tmpvar_13)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_14))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_14))) )) * vec4(tmpvar_13))); weight_1 = (weight_1 + (2.0 * tmpvar_13)); gl_FragData[0] = (result_2 / vec4(weight_1)); } //$$Texture0=s0 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { float weight_1; vec4 result_2; float sigmaN_3; vec2 step_4; step_4 = CB1[1].xy; float tmpvar_5; tmpvar_5 = CB1[1].z; sigmaN_3 = (1.0/(((2.0 * tmpvar_5) * tmpvar_5))); result_2 = texture2D (Texture0, frag_TEXCOORD0); float tmpvar_6; tmpvar_6 = exp((-4.0 * sigmaN_3)); float tmpvar_7; tmpvar_7 = (exp(-(sigmaN_3)) + tmpvar_6); float tmpvar_8; tmpvar_8 = (1.0 + (tmpvar_6 / tmpvar_7)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_8))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_8))) )) * vec4(tmpvar_7))); weight_1 = (1.0 + (2.0 * tmpvar_7)); float tmpvar_9; tmpvar_9 = exp((-16.0 * sigmaN_3)); float tmpvar_10; tmpvar_10 = (exp((-9.0 * sigmaN_3)) + tmpvar_9); float tmpvar_11; tmpvar_11 = (3.0 + (tmpvar_9 / tmpvar_10)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_11))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_11))) )) * vec4(tmpvar_10))); weight_1 = (weight_1 + (2.0 * tmpvar_10)); float tmpvar_12; tmpvar_12 = exp((-36.0 * sigmaN_3)); float tmpvar_13; tmpvar_13 = (exp((-25.0 * sigmaN_3)) + tmpvar_12); float tmpvar_14; tmpvar_14 = (5.0 + (tmpvar_12 / tmpvar_13)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_14))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_14))) )) * vec4(tmpvar_13))); weight_1 = (weight_1 + (2.0 * tmpvar_13)); float tmpvar_15; tmpvar_15 = exp((-64.0 * sigmaN_3)); float tmpvar_16; tmpvar_16 = (exp((-49.0 * sigmaN_3)) + tmpvar_15); float tmpvar_17; tmpvar_17 = (7.0 + (tmpvar_15 / tmpvar_16)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_17))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_17))) )) * vec4(tmpvar_16))); weight_1 = (weight_1 + (2.0 * tmpvar_16)); float tmpvar_18; tmpvar_18 = exp((-100.0 * sigmaN_3)); float tmpvar_19; tmpvar_19 = (exp((-81.0 * sigmaN_3)) + tmpvar_18); float tmpvar_20; tmpvar_20 = (9.0 + (tmpvar_18 / tmpvar_19)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_20))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_20))) )) * vec4(tmpvar_19))); weight_1 = (weight_1 + (2.0 * tmpvar_19)); gl_FragData[0] = (result_2 / vec4(weight_1)); } //$$Texture0=s0 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { float weight_1; vec4 result_2; float sigmaN_3; vec2 step_4; step_4 = CB1[1].xy; float tmpvar_5; tmpvar_5 = CB1[1].z; sigmaN_3 = (1.0/(((2.0 * tmpvar_5) * tmpvar_5))); result_2 = texture2D (Texture0, frag_TEXCOORD0); float tmpvar_6; tmpvar_6 = exp((-4.0 * sigmaN_3)); float tmpvar_7; tmpvar_7 = (exp(-(sigmaN_3)) + tmpvar_6); float tmpvar_8; tmpvar_8 = (1.0 + (tmpvar_6 / tmpvar_7)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_8))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_8))) )) * vec4(tmpvar_7))); weight_1 = (1.0 + (2.0 * tmpvar_7)); float tmpvar_9; tmpvar_9 = exp((-16.0 * sigmaN_3)); float tmpvar_10; tmpvar_10 = (exp((-9.0 * sigmaN_3)) + tmpvar_9); float tmpvar_11; tmpvar_11 = (3.0 + (tmpvar_9 / tmpvar_10)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_11))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_11))) )) * vec4(tmpvar_10))); weight_1 = (weight_1 + (2.0 * tmpvar_10)); float tmpvar_12; tmpvar_12 = exp((-36.0 * sigmaN_3)); float tmpvar_13; tmpvar_13 = (exp((-25.0 * sigmaN_3)) + tmpvar_12); float tmpvar_14; tmpvar_14 = (5.0 + (tmpvar_12 / tmpvar_13)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_14))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_14))) )) * vec4(tmpvar_13))); weight_1 = (weight_1 + (2.0 * tmpvar_13)); float tmpvar_15; tmpvar_15 = exp((-64.0 * sigmaN_3)); float tmpvar_16; tmpvar_16 = (exp((-49.0 * sigmaN_3)) + tmpvar_15); float tmpvar_17; tmpvar_17 = (7.0 + (tmpvar_15 / tmpvar_16)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_17))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_17))) )) * vec4(tmpvar_16))); weight_1 = (weight_1 + (2.0 * tmpvar_16)); float tmpvar_18; tmpvar_18 = exp((-100.0 * sigmaN_3)); float tmpvar_19; tmpvar_19 = (exp((-81.0 * sigmaN_3)) + tmpvar_18); float tmpvar_20; tmpvar_20 = (9.0 + (tmpvar_18 / tmpvar_19)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_20))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_20))) )) * vec4(tmpvar_19))); weight_1 = (weight_1 + (2.0 * tmpvar_19)); float tmpvar_21; tmpvar_21 = exp((-144.0 * sigmaN_3)); float tmpvar_22; tmpvar_22 = (exp((-121.0 * sigmaN_3)) + tmpvar_21); float tmpvar_23; tmpvar_23 = (11.0 + (tmpvar_21 / tmpvar_22)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_23))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_23))) )) * vec4(tmpvar_22))); weight_1 = (weight_1 + (2.0 * tmpvar_22)); float tmpvar_24; tmpvar_24 = exp((-196.0 * sigmaN_3)); float tmpvar_25; tmpvar_25 = (exp((-169.0 * sigmaN_3)) + tmpvar_24); float tmpvar_26; tmpvar_26 = (13.0 + (tmpvar_24 / tmpvar_25)); result_2 = (result_2 + ((texture2D (Texture0, (frag_TEXCOORD0 + (step_4 * vec2(tmpvar_26))) ) + texture2D (Texture0, (frag_TEXCOORD0 - (step_4 * vec2(tmpvar_26))) )) * vec4(tmpvar_25))); weight_1 = (weight_1 + (2.0 * tmpvar_25)); gl_FragData[0] = (result_2 / vec4(weight_1)); } //$$Texture0=s0 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((mix (texture2D (NormalMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25)) ), texture2D (NormalMap, frag_TEXCOORD0.xy), vec4( clamp (((fade_3.y * 4.0) - 3.0), 0.0, 1.0) )).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_9; tmpvar_9 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.94, 240.0), ((tmpvar_9.xy * vec2(1.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); vec3 I_19; I_19 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_19 - (2.0 * (dot (tmpvar_12, I_19) * tmpvar_12) ))).xyz, vec3(((tmpvar_9.y * fade_3.y) * 0.6))); tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((mix (texture2D (NormalMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25)) ), texture2D (NormalMap, frag_TEXCOORD0.xy), vec4( clamp (((fade_3.y * 4.0) - 3.0), 0.0, 1.0) )).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_9; tmpvar_9 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.94, 240.0), ((tmpvar_9.xy * vec2(1.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); vec3 I_19; I_19 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_19 - (2.0 * (dot (tmpvar_12, I_19) * tmpvar_12) ))).xyz, vec3(((tmpvar_9.y * fade_3.y) * 0.6))); vec3 tmpvar_20; tmpvar_20 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_2.xyz); vec3 tmpvar_21; tmpvar_21 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_20 + tmpvar_21); tmpvar_1.w = albedo_2.w; vec2 tmpvar_22; tmpvar_22 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_23; tmpvar_23 = (min (tmpvar_22.x, tmpvar_22.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_23)) + tmpvar_23), 0.0, 1.0))); float tmpvar_24; tmpvar_24 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_24)); vec4 tmpvar_25; tmpvar_25.zw = vec2(0.0, 0.0); tmpvar_25.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_25.y = clamp ((( (1.0 - tmpvar_24) + (3.0 * dot (tmpvar_21, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_25; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.1) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.13, 44.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.3, 64.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.1) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.13, 44.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.3, 64.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; vec3 tmpvar_19; tmpvar_19 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_5); vec3 tmpvar_20; tmpvar_20 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_19 + tmpvar_20); tmpvar_1.w = albedo_2.w; vec2 tmpvar_21; tmpvar_21 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_22; tmpvar_22 = (min (tmpvar_21.x, tmpvar_21.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_22)) + tmpvar_22), 0.0, 1.0))); float tmpvar_23; tmpvar_23 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_23)); vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_24.y = clamp ((( (1.0 - tmpvar_23) + (3.0 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_24; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 normal_5; vec4 diffuse_6; vec2 wangUv_7; vec2 tmpvar_8; tmpvar_8 = (frag_TEXCOORD0.xy * vec2(4.0, 4.0)); vec4 tmpvar_9; tmpvar_9.xy = dFdx((tmpvar_8 * vec2(0.25, 0.25))); tmpvar_9.zw = dFdy((tmpvar_8 * vec2(0.25, 0.25))); wangUv_7 = ((texture2D (NormalDetailMap, (tmpvar_8 / vec2(128.0, 128.0))).zw * vec2(0.9960938, 0.9960938)) + (fract(tmpvar_8) * vec2(0.25, 0.25))); diffuse_6 = texture2DGradARB (DiffuseMap, wangUv_7, tmpvar_9.xy, tmpvar_9.zw); vec2 tmpvar_10; tmpvar_10 = ((texture2DGradARB (NormalMap, wangUv_7, tmpvar_9.xy, tmpvar_9.zw).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_11; tmpvar_11.xy = tmpvar_10; tmpvar_11.z = sqrt(clamp ((1.0 + dot (-(tmpvar_10), tmpvar_10) ), 0.0, 1.0)); normal_5.z = tmpvar_11.z; normal_5.xy = (tmpvar_10 * fade_3.yy); vec2 tmpvar_12; tmpvar_12 = mix (vec2(0.21, 22.0), ((texture2DGradARB (SpecularMap, wangUv_7, tmpvar_9.xy, tmpvar_9.zw).xy * vec2(3.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_13; tmpvar_13.xyz = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, diffuse_6.www) * diffuse_6.xyz) * vec3((1.0 + (normal_5.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_13.w = frag_COLOR0.w; albedo_2.w = tmpvar_13.w; vec3 tmpvar_14; tmpvar_14 = normalize((( (normal_5.xxx * frag_TEXCOORD5) + (normal_5.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_11.zzz * frag_TEXCOORD4.xyz))); float tmpvar_15; vec3 tmpvar_16; tmpvar_16 = -(CB0[10].xyz); tmpvar_15 = dot (tmpvar_14, tmpvar_16); float tmpvar_17; tmpvar_17 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_18; tmpvar_18 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_17)))), CB0[14], vec4(tmpvar_17)); float tmpvar_19; vec4 tmpvar_20; tmpvar_20 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_19 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_20.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_20.y) * CB0[20].w)) * tmpvar_18.w); albedo_2.xyz = tmpvar_13.xyz; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_15, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_15), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_19))) + tmpvar_18.xyz) * tmpvar_13.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_15 >= 0.0)) * tmpvar_12.x) * tmpvar_19) * pow (clamp (dot (tmpvar_14, normalize( (tmpvar_16 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_12.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_21; tmpvar_21 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_22; tmpvar_22 = (min (tmpvar_21.x, tmpvar_21.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_22)) + tmpvar_22), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 normal_5; vec4 diffuse_6; vec2 wangUv_7; vec2 tmpvar_8; tmpvar_8 = (frag_TEXCOORD0.xy * vec2(4.0, 4.0)); vec4 tmpvar_9; tmpvar_9.xy = dFdx((tmpvar_8 * vec2(0.25, 0.25))); tmpvar_9.zw = dFdy((tmpvar_8 * vec2(0.25, 0.25))); wangUv_7 = ((texture2D (NormalDetailMap, (tmpvar_8 / vec2(128.0, 128.0))).zw * vec2(0.9960938, 0.9960938)) + (fract(tmpvar_8) * vec2(0.25, 0.25))); diffuse_6 = texture2DGradARB (DiffuseMap, wangUv_7, tmpvar_9.xy, tmpvar_9.zw); vec2 tmpvar_10; tmpvar_10 = ((texture2DGradARB (NormalMap, wangUv_7, tmpvar_9.xy, tmpvar_9.zw).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_11; tmpvar_11.xy = tmpvar_10; tmpvar_11.z = sqrt(clamp ((1.0 + dot (-(tmpvar_10), tmpvar_10) ), 0.0, 1.0)); normal_5.z = tmpvar_11.z; normal_5.xy = (tmpvar_10 * fade_3.yy); vec2 tmpvar_12; tmpvar_12 = mix (vec2(0.21, 22.0), ((texture2DGradARB (SpecularMap, wangUv_7, tmpvar_9.xy, tmpvar_9.zw).xy * vec2(3.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_13; tmpvar_13.xyz = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, diffuse_6.www) * diffuse_6.xyz) * vec3((1.0 + (normal_5.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_13.w = frag_COLOR0.w; albedo_2.w = tmpvar_13.w; vec3 tmpvar_14; tmpvar_14 = normalize((( (normal_5.xxx * frag_TEXCOORD5) + (normal_5.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_11.zzz * frag_TEXCOORD4.xyz))); float tmpvar_15; vec3 tmpvar_16; tmpvar_16 = -(CB0[10].xyz); tmpvar_15 = dot (tmpvar_14, tmpvar_16); float tmpvar_17; tmpvar_17 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_18; tmpvar_18 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_17)))), CB0[14], vec4(tmpvar_17)); float tmpvar_19; vec4 tmpvar_20; tmpvar_20 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_19 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_20.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_20.y) * CB0[20].w)) * tmpvar_18.w); albedo_2.xyz = tmpvar_13.xyz; vec3 tmpvar_21; tmpvar_21 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_15, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_15) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_19)) ) + tmpvar_18.xyz) * tmpvar_13.xyz); vec3 tmpvar_22; tmpvar_22 = (CB0[9].xyz * vec3((( (float((tmpvar_15 >= 0.0)) * tmpvar_12.x) * tmpvar_19) * pow ( clamp (dot (tmpvar_14, normalize((tmpvar_16 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_12.y)))); tmpvar_1.xyz = (tmpvar_21 + tmpvar_22); tmpvar_1.w = albedo_2.w; vec2 tmpvar_23; tmpvar_23 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_24; tmpvar_24 = (min (tmpvar_23.x, tmpvar_23.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_24)) + tmpvar_24), 0.0, 1.0))); float tmpvar_25; tmpvar_25 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_25)); vec4 tmpvar_26; tmpvar_26.zw = vec2(0.0, 0.0); tmpvar_26.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_26.y = clamp ((( (1.0 - tmpvar_25) + (3.0 * dot (tmpvar_22, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_21, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_26; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; normal_6.z = 1.0; normal_6.xy = (((texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(10.0, 10.0)) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * fade_3.yy); albedo_5 = ((frag_COLOR0.xyz * mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25)) ), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4( clamp (((fade_3.x * 4.0) - 3.0), 0.0, 1.0) )).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_7; tmpvar_7 = mix (vec2(0.07, 22.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.3, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = albedo_5; tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + frag_TEXCOORD4.xyz)); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_10, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_10), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_14))) + tmpvar_13.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * tmpvar_7.x) * tmpvar_14) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_7.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_16; tmpvar_16 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_17; tmpvar_17 = (min (tmpvar_16.x, tmpvar_16.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_17)) + tmpvar_17), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; normal_6.z = 1.0; normal_6.xy = (((texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(10.0, 10.0)) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * fade_3.yy); albedo_5 = ((frag_COLOR0.xyz * mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25)) ), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4( clamp (((fade_3.x * 4.0) - 3.0), 0.0, 1.0) )).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_7; tmpvar_7 = mix (vec2(0.07, 22.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.3, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = albedo_5; tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + frag_TEXCOORD4.xyz)); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); albedo_2.xyz = albedo_5; vec3 tmpvar_16; tmpvar_16 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_14)) ) + tmpvar_13.xyz) * albedo_5); vec3 tmpvar_17; tmpvar_17 = (CB0[9].xyz * vec3((( (float((tmpvar_10 >= 0.0)) * tmpvar_7.x) * tmpvar_14) * pow ( clamp (dot (tmpvar_9, normalize((tmpvar_11 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_7.y)))); tmpvar_1.xyz = (tmpvar_16 + tmpvar_17); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); float tmpvar_20; tmpvar_20 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_20)); vec4 tmpvar_21; tmpvar_21.zw = vec2(0.0, 0.0); tmpvar_21.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_21.y = clamp ((( (1.0 - tmpvar_20) + (3.0 * dot (tmpvar_17, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_16, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_21; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.9, 160.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.7, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_12, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_12), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_16))) + tmpvar_15.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow (clamp (dot (tmpvar_11, normalize( (tmpvar_13 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_9.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.9, 160.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.7, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; vec3 tmpvar_18; tmpvar_18 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_12, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_12) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_16)) ) + tmpvar_15.xyz) * albedo_5); vec3 tmpvar_19; tmpvar_19 = (CB0[9].xyz * vec3((( (float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow ( clamp (dot (tmpvar_11, normalize((tmpvar_13 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_9.y)))); tmpvar_1.xyz = (tmpvar_18 + tmpvar_19); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); float tmpvar_22; tmpvar_22 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_22)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_23.y = clamp ((( (1.0 - tmpvar_22) + (3.0 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_23; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (DiffuseMap, frag_TEXCOORD0.xy) * frag_COLOR0); float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5))) + tmpvar_4.xyz) * tmpvar_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_5)))); tmpvar_1.w = tmpvar_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$DiffuseMap=s5 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.2) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.03, 16.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(0.2, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.2) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.03, 16.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(0.2, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; vec3 tmpvar_19; tmpvar_19 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_5); vec3 tmpvar_20; tmpvar_20 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_19 + tmpvar_20); tmpvar_1.w = albedo_2.w; vec2 tmpvar_21; tmpvar_21 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_22; tmpvar_22 = (min (tmpvar_21.x, tmpvar_21.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_22)) + tmpvar_22), 0.0, 1.0))); float tmpvar_23; tmpvar_23 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_23)); vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_24.y = clamp ((( (1.0 - tmpvar_23) + (3.0 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_24; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; albedo_5 = ((frag_COLOR0.xyz * mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25)) ), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4( clamp (((fade_3.x * 2.5) - 1.5), 0.0, 1.0) )).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_6; tmpvar_6 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_7; tmpvar_7 = mix (vec2(0.19, 24.0), ((tmpvar_6.xy * vec2(0.5, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = albedo_5; tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize(frag_TEXCOORD4.xyz); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); vec3 I_16; I_16 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_16 - (2.0 * (dot (tmpvar_9, I_16) * tmpvar_9) ))).xyz, vec3(((tmpvar_6.y * fade_3.y) * 0.2))); tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_10, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_10), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_14))) + tmpvar_13.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * tmpvar_7.x) * tmpvar_14) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_7.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_17; tmpvar_17 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_18; tmpvar_18 = (min (tmpvar_17.x, tmpvar_17.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_18)) + tmpvar_18), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; albedo_5 = ((frag_COLOR0.xyz * mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25)) ), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4( clamp (((fade_3.x * 2.5) - 1.5), 0.0, 1.0) )).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_6; tmpvar_6 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_7; tmpvar_7 = mix (vec2(0.19, 24.0), ((tmpvar_6.xy * vec2(0.5, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = albedo_5; tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize(frag_TEXCOORD4.xyz); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); vec3 I_16; I_16 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_16 - (2.0 * (dot (tmpvar_9, I_16) * tmpvar_9) ))).xyz, vec3(((tmpvar_6.y * fade_3.y) * 0.2))); vec3 tmpvar_17; tmpvar_17 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_14)) ) + tmpvar_13.xyz) * albedo_2.xyz); vec3 tmpvar_18; tmpvar_18 = (CB0[9].xyz * vec3((( (float((tmpvar_10 >= 0.0)) * tmpvar_7.x) * tmpvar_14) * pow ( clamp (dot (tmpvar_9, normalize((tmpvar_11 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_7.y)))); tmpvar_1.xyz = (tmpvar_17 + tmpvar_18); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); float tmpvar_21; tmpvar_21 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_21)); vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_22.y = clamp ((( (1.0 - tmpvar_21) + (3.0 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_17, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_22; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (( (fade_3.x * 2.5) - 1.5), 0.0, 1.0))); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.17, 18.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (( (fade_3.x * 2.5) - 1.5), 0.0, 1.0))); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.17, 18.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; vec3 tmpvar_19; tmpvar_19 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_5); vec3 tmpvar_20; tmpvar_20 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_19 + tmpvar_20); tmpvar_1.w = albedo_2.w; vec2 tmpvar_21; tmpvar_21 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_22; tmpvar_22 = (min (tmpvar_21.x, tmpvar_21.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_22)) + tmpvar_22), 0.0, 1.0))); float tmpvar_23; tmpvar_23 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_23)); vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_24.y = clamp ((( (1.0 - tmpvar_23) + (3.0 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_24; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (DiffuseMap, frag_TEXCOORD0.xy) * frag_COLOR0); float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5))) + tmpvar_4.xyz) * tmpvar_2.xyz) + (CB0[9].xyz * vec3(( (frag_COLOR1.w * tmpvar_5) * pow (clamp (dot (normalize(frag_TEXCOORD4.xyz), normalize( (-(CB0[10].xyz) + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), frag_TEXCOORD4.w) )))); tmpvar_1.w = tmpvar_2.w; float tmpvar_7; tmpvar_7 = (frag_TEXCOORD3.w * CB0[19].y); vec2 tmpvar_8; tmpvar_8 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_9; tmpvar_9 = (min (tmpvar_8.x, tmpvar_8.y) / tmpvar_7); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_7 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_9)) + tmpvar_9), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$DiffuseMap=s5 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (DiffuseMap, frag_TEXCOORD0.xy) * frag_COLOR0); float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); vec3 tmpvar_7; tmpvar_7 = (((CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5)) ) + tmpvar_4.xyz) * tmpvar_2.xyz); vec3 tmpvar_8; tmpvar_8 = (CB0[9].xyz * vec3(((frag_COLOR1.w * tmpvar_5) * pow ( clamp (dot (normalize(frag_TEXCOORD4.xyz), normalize(( -(CB0[10].xyz) + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , frag_TEXCOORD4.w)))); tmpvar_1.xyz = (tmpvar_7 + tmpvar_8); tmpvar_1.w = tmpvar_2.w; float tmpvar_9; tmpvar_9 = (frag_TEXCOORD3.w * CB0[19].y); vec2 tmpvar_10; tmpvar_10 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_11; tmpvar_11 = (min (tmpvar_10.x, tmpvar_10.y) / tmpvar_9); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_9 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_11)) + tmpvar_11), 0.0, 1.0))); float tmpvar_12; tmpvar_12 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_12)); vec4 tmpvar_13; tmpvar_13.zw = vec2(0.0, 0.0); tmpvar_13.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_13.y = clamp ((( (1.0 - tmpvar_12) + (3.0 * dot (tmpvar_8, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_7, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_13; } //$$LightMap=s1 //$$ShadowMap=s3 //$$DiffuseMap=s5 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_9; tmpvar_9 = mix (texture2D (SpecularMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (SpecularMap, frag_TEXCOORD0.xy), vec4(clamp (( (fade_3.y * 4.0) - 3.0), 0.0, 1.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(1.0, 190.0), ((tmpvar_9.xy * vec2(1.2, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); vec3 I_19; I_19 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_19 - (2.0 * (dot (tmpvar_12, I_19) * tmpvar_12) ))).xyz, vec3(((tmpvar_9.y * fade_3.y) * 0.3))); tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_9; tmpvar_9 = mix (texture2D (SpecularMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (SpecularMap, frag_TEXCOORD0.xy), vec4(clamp (( (fade_3.y * 4.0) - 3.0), 0.0, 1.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(1.0, 190.0), ((tmpvar_9.xy * vec2(1.2, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); vec3 I_19; I_19 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_19 - (2.0 * (dot (tmpvar_12, I_19) * tmpvar_12) ))).xyz, vec3(((tmpvar_9.y * fade_3.y) * 0.3))); vec3 tmpvar_20; tmpvar_20 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_2.xyz); vec3 tmpvar_21; tmpvar_21 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_20 + tmpvar_21); tmpvar_1.w = albedo_2.w; vec2 tmpvar_22; tmpvar_22 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_23; tmpvar_23 = (min (tmpvar_22.x, tmpvar_22.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_23)) + tmpvar_23), 0.0, 1.0))); float tmpvar_24; tmpvar_24 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_24)); vec4 tmpvar_25; tmpvar_25.zw = vec2(0.0, 0.0); tmpvar_25.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_25.y = clamp ((( (1.0 - tmpvar_24) + (3.0 * dot (tmpvar_21, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_25; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; albedo_5 = ((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_6; tmpvar_6 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_7; tmpvar_7 = mix (vec2(0.7, 54.0), ((tmpvar_6.xy * vec2(1.0, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = albedo_5; tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize(frag_TEXCOORD4.xyz); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); vec3 I_16; I_16 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_16 - (2.0 * (dot (tmpvar_9, I_16) * tmpvar_9) ))).xyz, vec3(((tmpvar_6.y * fade_3.y) * 0.2))); tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_10, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_10), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_14))) + tmpvar_13.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * tmpvar_7.x) * tmpvar_14) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_7.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_17; tmpvar_17 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_18; tmpvar_18 = (min (tmpvar_17.x, tmpvar_17.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_18)) + tmpvar_18), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; albedo_5 = ((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec4 tmpvar_6; tmpvar_6 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_7; tmpvar_7 = mix (vec2(0.7, 54.0), ((tmpvar_6.xy * vec2(1.0, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = albedo_5; tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize(frag_TEXCOORD4.xyz); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); vec3 I_16; I_16 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (albedo_5, textureCube (EnvironmentMap, (I_16 - (2.0 * (dot (tmpvar_9, I_16) * tmpvar_9) ))).xyz, vec3(((tmpvar_6.y * fade_3.y) * 0.2))); vec3 tmpvar_17; tmpvar_17 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_14)) ) + tmpvar_13.xyz) * albedo_2.xyz); vec3 tmpvar_18; tmpvar_18 = (CB0[9].xyz * vec3((( (float((tmpvar_10 >= 0.0)) * tmpvar_7.x) * tmpvar_14) * pow ( clamp (dot (tmpvar_9, normalize((tmpvar_11 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_7.y)))); tmpvar_1.xyz = (tmpvar_17 + tmpvar_18); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); float tmpvar_21; tmpvar_21 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_21)); vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_22.y = clamp ((( (1.0 - tmpvar_21) + (3.0 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_17, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_22; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((1.0 + (normal_6.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.8, 120.0), (( mix (texture2D (SpecularMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (SpecularMap, frag_TEXCOORD0.xy), vec4(clamp (((fade_3.y * 4.0) - 3.0), 0.0, 1.0))) .xy * vec2(2.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_12, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_12), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_16))) + tmpvar_15.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow (clamp (dot (tmpvar_11, normalize( (tmpvar_13 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_9.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((1.0 + (normal_6.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.8, 120.0), (( mix (texture2D (SpecularMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (SpecularMap, frag_TEXCOORD0.xy), vec4(clamp (((fade_3.y * 4.0) - 3.0), 0.0, 1.0))) .xy * vec2(2.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; vec3 tmpvar_18; tmpvar_18 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_12, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_12) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_16)) ) + tmpvar_15.xyz) * albedo_5); vec3 tmpvar_19; tmpvar_19 = (CB0[9].xyz * vec3((( (float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow ( clamp (dot (tmpvar_11, normalize((tmpvar_13 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_9.y)))); tmpvar_1.xyz = (tmpvar_18 + tmpvar_19); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); float tmpvar_22; tmpvar_22 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_22)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_23.y = clamp ((( (1.0 - tmpvar_22) + (3.0 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_23; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = (frag_COLOR0.xyz * CB0[19].www); tmpvar_1.w = (1.0 - (tmpvar_2 * frag_COLOR0.w)); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_2)); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = (frag_COLOR0.xyz * CB0[19].www); tmpvar_1.w = (1.0 - (tmpvar_2 * frag_COLOR0.w)); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_2)); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = (frag_COLOR0.xyz * CB0[19].www); tmpvar_1.w = (1.0 - (tmpvar_2 * frag_COLOR0.w)); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_2)); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_3.y = clamp ((3.3 + (1.0 - tmpvar_2)), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_3; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 + (( (texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(6.0, 6.0))).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(1.5, 1.5))); normal_6.xy = (normal_6.xy * fade_3.yy); albedo_5 = ((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.15, 22.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.5, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_12, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_12), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_16))) + tmpvar_15.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow (clamp (dot (tmpvar_11, normalize( (tmpvar_13 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_9.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 + (( (texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(6.0, 6.0))).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(1.5, 1.5))); normal_6.xy = (normal_6.xy * fade_3.yy); albedo_5 = ((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.15, 22.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.5, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; vec3 tmpvar_18; tmpvar_18 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_12, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_12) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_16)) ) + tmpvar_15.xyz) * albedo_5); vec3 tmpvar_19; tmpvar_19 = (CB0[9].xyz * vec3((( (float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow ( clamp (dot (tmpvar_11, normalize((tmpvar_13 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_9.y)))); tmpvar_1.xyz = (tmpvar_18 + tmpvar_19); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); float tmpvar_22; tmpvar_22 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_22)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_23.y = clamp ((( (1.0 - tmpvar_22) + (3.0 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_23; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_2.w = frag_COLOR0.w; float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5))) + tmpvar_4.xyz) * tmpvar_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_5)))); tmpvar_1.w = tmpvar_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 normal_5; vec2 tmpvar_6; tmpvar_6 = ((texture2D (NormalMap, frag_TEXCOORD1.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_7; tmpvar_7.xy = tmpvar_6; tmpvar_7.z = sqrt(clamp ((1.0 + dot (-(tmpvar_6), tmpvar_6) ), 0.0, 1.0)); normal_5.z = tmpvar_7.z; normal_5.xy = (tmpvar_6 + (( (texture2D (NormalDetailMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(clamp ( (frag_COLOR0.w - 0.5) , 0.0, 1.0)))); normal_5.xy = (normal_5.xy * fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = (frag_COLOR0.xyz * vec3((texture2D (DiffuseMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize((( (normal_5.xxx * frag_TEXCOORD5) + (normal_5.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_7.zzz * frag_TEXCOORD4.xyz))); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); albedo_2.xyz = tmpvar_8.xyz; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_10, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_10), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_14))) + tmpvar_13.xyz) * tmpvar_8.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * 0.4) * tmpvar_14) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), 9.0) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_16; tmpvar_16 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_17; tmpvar_17 = (min (tmpvar_16.x, tmpvar_16.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_17)) + tmpvar_17), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 normal_5; vec2 tmpvar_6; tmpvar_6 = ((texture2D (NormalMap, frag_TEXCOORD1.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_7; tmpvar_7.xy = tmpvar_6; tmpvar_7.z = sqrt(clamp ((1.0 + dot (-(tmpvar_6), tmpvar_6) ), 0.0, 1.0)); normal_5.z = tmpvar_7.z; normal_5.xy = (tmpvar_6 + (( (texture2D (NormalDetailMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(clamp ( (frag_COLOR0.w - 0.5) , 0.0, 1.0)))); normal_5.xy = (normal_5.xy * fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = (frag_COLOR0.xyz * vec3((texture2D (DiffuseMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize((( (normal_5.xxx * frag_TEXCOORD5) + (normal_5.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_7.zzz * frag_TEXCOORD4.xyz))); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); albedo_2.xyz = tmpvar_8.xyz; vec3 tmpvar_16; tmpvar_16 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_14)) ) + tmpvar_13.xyz) * tmpvar_8.xyz); vec3 tmpvar_17; tmpvar_17 = (CB0[9].xyz * vec3((( (float((tmpvar_10 >= 0.0)) * 0.4) * tmpvar_14) * pow ( clamp (dot (tmpvar_9, normalize((tmpvar_11 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , 9.0)))); tmpvar_1.xyz = (tmpvar_16 + tmpvar_17); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); float tmpvar_20; tmpvar_20 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_20)); vec4 tmpvar_21; tmpvar_21.zw = vec2(0.0, 0.0); tmpvar_21.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_21.y = clamp ((( (1.0 - tmpvar_20) + (3.0 * dot (tmpvar_17, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_16, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_21; } //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec4 tmpvar_3; tmpvar_3.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_3.w = frag_COLOR0.w; albedo_2.w = tmpvar_3.w; float tmpvar_4; tmpvar_4 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_5; tmpvar_5 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_4)))), CB0[14], vec4(tmpvar_4)); float tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_6 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_7.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_7.y) * CB0[20].w)) * tmpvar_5.w); vec3 I_8; I_8 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (tmpvar_3.xyz, textureCube (EnvironmentMap, (I_8 - (2.0 * (dot (frag_TEXCOORD4.xyz, I_8) * frag_TEXCOORD4.xyz) ))).xyz, frag_TEXCOORD6.www); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_6))) + tmpvar_5.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_6)))); tmpvar_1.w = albedo_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 normal_5; vec2 tmpvar_6; tmpvar_6 = ((texture2D (NormalMap, frag_TEXCOORD1.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_7; tmpvar_7.xy = tmpvar_6; tmpvar_7.z = sqrt(clamp ((1.0 + dot (-(tmpvar_6), tmpvar_6) ), 0.0, 1.0)); normal_5.z = tmpvar_7.z; normal_5.xy = (tmpvar_6 + (( (texture2D (NormalDetailMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(( clamp ((frag_COLOR0.w - 0.5), 0.0, 1.0) * clamp ((1.0 - (2.0 * frag_TEXCOORD6.w)), 0.0, 1.0) )))); normal_5.xy = (normal_5.xy * fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = (frag_COLOR0.xyz * vec3((texture2D (DiffuseMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize((( (normal_5.xxx * frag_TEXCOORD5) + (normal_5.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_7.zzz * frag_TEXCOORD4.xyz))); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); vec3 I_16; I_16 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (tmpvar_8.xyz, textureCube (EnvironmentMap, (I_16 - (2.0 * (dot (tmpvar_9, I_16) * tmpvar_9) ))).xyz, frag_TEXCOORD6.www); tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_10, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_10), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_14))) + tmpvar_13.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * 0.4) * tmpvar_14) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), 9.0) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_17; tmpvar_17 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_18; tmpvar_18 = (min (tmpvar_17.x, tmpvar_17.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_18)) + tmpvar_18), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 normal_5; vec2 tmpvar_6; tmpvar_6 = ((texture2D (NormalMap, frag_TEXCOORD1.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_7; tmpvar_7.xy = tmpvar_6; tmpvar_7.z = sqrt(clamp ((1.0 + dot (-(tmpvar_6), tmpvar_6) ), 0.0, 1.0)); normal_5.z = tmpvar_7.z; normal_5.xy = (tmpvar_6 + (( (texture2D (NormalDetailMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(( clamp ((frag_COLOR0.w - 0.5), 0.0, 1.0) * clamp ((1.0 - (2.0 * frag_TEXCOORD6.w)), 0.0, 1.0) )))); normal_5.xy = (normal_5.xy * fade_3.yy); vec4 tmpvar_8; tmpvar_8.xyz = (frag_COLOR0.xyz * vec3((texture2D (DiffuseMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_8.w = frag_COLOR0.w; albedo_2.w = tmpvar_8.w; vec3 tmpvar_9; tmpvar_9 = normalize((( (normal_5.xxx * frag_TEXCOORD5) + (normal_5.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_7.zzz * frag_TEXCOORD4.xyz))); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); float tmpvar_12; tmpvar_12 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_13; tmpvar_13 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_12)))), CB0[14], vec4(tmpvar_12)); float tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_14 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_15.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_15.y) * CB0[20].w)) * tmpvar_13.w); vec3 I_16; I_16 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (tmpvar_8.xyz, textureCube (EnvironmentMap, (I_16 - (2.0 * (dot (tmpvar_9, I_16) * tmpvar_9) ))).xyz, frag_TEXCOORD6.www); vec3 tmpvar_17; tmpvar_17 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_14)) ) + tmpvar_13.xyz) * albedo_2.xyz); vec3 tmpvar_18; tmpvar_18 = (CB0[9].xyz * vec3((( (float((tmpvar_10 >= 0.0)) * 0.4) * tmpvar_14) * pow ( clamp (dot (tmpvar_9, normalize((tmpvar_11 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , 9.0)))); tmpvar_1.xyz = (tmpvar_17 + tmpvar_18); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); float tmpvar_21; tmpvar_21 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_21)); vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_22.y = clamp ((( (1.0 - tmpvar_21) + (3.0 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_17, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_22; } //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.5, 0.5))), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (( (fade_3.x * 2.5) - 1.5), 0.0, 1.0))); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.35, 103.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.5, 0.5))), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (( (fade_3.x * 2.5) - 1.5), 0.0, 1.0))); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.35, 103.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(1.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; vec3 tmpvar_19; tmpvar_19 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_5); vec3 tmpvar_20; tmpvar_20 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_19 + tmpvar_20); tmpvar_1.w = albedo_2.w; vec2 tmpvar_21; tmpvar_21 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_22; tmpvar_22 = (min (tmpvar_21.x, tmpvar_21.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_22)) + tmpvar_22), 0.0, 1.0))); float tmpvar_23; tmpvar_23 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_23)); vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_24.y = clamp ((( (1.0 - tmpvar_23) + (3.0 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_24; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = ((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.07, 6.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(0.4, 32.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_12, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_12), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_16))) + tmpvar_15.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow (clamp (dot (tmpvar_11, normalize( (tmpvar_13 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_9.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 * fade_3.yy); albedo_5 = ((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.07, 6.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(0.4, 32.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; vec3 tmpvar_18; tmpvar_18 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_12, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_12) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_16)) ) + tmpvar_15.xyz) * albedo_5); vec3 tmpvar_19; tmpvar_19 = (CB0[9].xyz * vec3((( (float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow ( clamp (dot (tmpvar_11, normalize((tmpvar_13 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_9.y)))); tmpvar_1.xyz = (tmpvar_18 + tmpvar_19); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); float tmpvar_22; tmpvar_22 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_22)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_23.y = clamp ((( (1.0 - tmpvar_22) + (3.0 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_23; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec3 frag_TEXCOORD0; void main () { vec4 tmpvar_1; tmpvar_1.yzw = vec3(1.0, 0.0, 0.0); tmpvar_1.x = frag_TEXCOORD0.z; gl_FragData[0] = tmpvar_1; } #version 110 attribute vec4 POSITION; attribute vec4 COLOR1; varying vec3 frag_TEXCOORD0; uniform vec4 CB0[24]; uniform vec4 CB1[216]; void main () { int tmpvar_1; tmpvar_1 = int(COLOR1.x); vec3 tmpvar_2; tmpvar_2.x = dot (CB1[(tmpvar_1 * 3)], POSITION); tmpvar_2.y = dot (CB1[((tmpvar_1 * 3) + 1)], POSITION); tmpvar_2.z = dot (CB1[((tmpvar_1 * 3) + 2)], POSITION); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = tmpvar_2; vec4 tmpvar_4; tmpvar_4.x = dot (CB0[0], tmpvar_3); tmpvar_4.y = dot (CB0[1], tmpvar_3); tmpvar_4.z = dot (CB0[2], tmpvar_3); tmpvar_4.w = dot (CB0[3], tmpvar_3); vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = tmpvar_2; vec3 tmpvar_6; tmpvar_6.x = dot (CB0[21], tmpvar_5); tmpvar_6.y = dot (CB0[22], tmpvar_5); tmpvar_6.z = dot (CB0[23], tmpvar_5); gl_Position = tmpvar_4; frag_TEXCOORD0 = tmpvar_6; } #version 110 attribute vec4 POSITION; varying vec3 frag_TEXCOORD0; uniform vec4 CB0[24]; void main () { vec3 tmpvar_1; tmpvar_1 = POSITION.xyz; vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = tmpvar_1; vec4 tmpvar_3; tmpvar_3.x = dot (CB0[0], tmpvar_2); tmpvar_3.y = dot (CB0[1], tmpvar_2); tmpvar_3.z = dot (CB0[2], tmpvar_2); tmpvar_3.w = dot (CB0[3], tmpvar_2); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_1; vec3 tmpvar_5; tmpvar_5.x = dot (CB0[21], tmpvar_4); tmpvar_5.y = dot (CB0[22], tmpvar_4); tmpvar_5.z = dot (CB0[23], tmpvar_4); gl_Position = tmpvar_3; frag_TEXCOORD0 = tmpvar_5; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; attribute vec4 TEXCOORD3; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB1[216]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; int tmpvar_4; tmpvar_4 = int(COLOR1.x); vec4 tmpvar_5; tmpvar_5 = CB1[(tmpvar_4 * 3)]; vec4 tmpvar_6; tmpvar_6 = CB1[((tmpvar_4 * 3) + 1)]; vec4 tmpvar_7; tmpvar_7 = CB1[((tmpvar_4 * 3) + 2)]; vec3 tmpvar_8; tmpvar_8.x = dot (tmpvar_5, POSITION); tmpvar_8.y = dot (tmpvar_6, POSITION); tmpvar_8.z = dot (tmpvar_7, POSITION); vec3 tmpvar_9; tmpvar_9.x = dot (tmpvar_5.xyz, NORMAL); tmpvar_9.y = dot (tmpvar_6.xyz, NORMAL); tmpvar_9.z = dot (tmpvar_7.xyz, NORMAL); float tmpvar_10; tmpvar_10 = dot (tmpvar_9, -(CB0[10].xyz)); vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = tmpvar_8; float tmpvar_12; tmpvar_12 = dot (CB0[3], tmpvar_11); vec4 tmpvar_13; tmpvar_13.x = dot (CB0[0], tmpvar_11); tmpvar_13.y = dot (CB0[1], tmpvar_11); tmpvar_13.z = dot (CB0[2], tmpvar_11); tmpvar_13.w = tmpvar_12; vec4 tmpvar_14; tmpvar_14.zw = vec2(0.0, 0.0); tmpvar_14.xy = TEXCOORD0; tmpvar_1.xy = tmpvar_14.xy; vec4 tmpvar_15; tmpvar_15.zw = vec2(0.0, 0.0); tmpvar_15.xy = TEXCOORD1; tmpvar_2.xy = tmpvar_15.xy; vec4 tmpvar_16; tmpvar_16.xyz = (((tmpvar_8 + (tmpvar_9 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_16.w = ((CB0[12].z - tmpvar_12) * CB0[12].w); vec4 tmpvar_17; tmpvar_17.xyz = (CB0[7].xyz - tmpvar_8); tmpvar_17.w = tmpvar_13.w; vec4 tmpvar_18; tmpvar_18.w = 1.0; tmpvar_18.xyz = tmpvar_8; vec3 tmpvar_19; tmpvar_19.x = dot (CB0[21], tmpvar_18); tmpvar_19.y = dot (CB0[22], tmpvar_18); tmpvar_19.z = dot (CB0[23], tmpvar_18); vec4 tmpvar_20; tmpvar_20.w = 0.0; tmpvar_20.xyz = tmpvar_19; tmpvar_3.xyz = tmpvar_20.xyz; vec4 tmpvar_21; tmpvar_21 = ((TEXCOORD3 * CB0[19].zzzz) + vec4(((0.5 * tmpvar_12) * CB0[19].y))); tmpvar_1.zw = tmpvar_21.xy; tmpvar_2.zw = tmpvar_21.zw; vec4 tmpvar_22; tmpvar_22.xyz = tmpvar_9; tmpvar_22.w = COLOR1.z; tmpvar_3.w = (COLOR1.w / 255.0); vec4 tmpvar_23; tmpvar_23.xyz = ((vec3(max (tmpvar_10, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)); tmpvar_23.w = (float((tmpvar_10 > 0.0)) * (COLOR1.y / 255.0)); gl_Position = tmpvar_13; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_16; frag_TEXCOORD3 = tmpvar_17; frag_TEXCOORD4 = tmpvar_22; frag_COLOR1 = tmpvar_23; frag_TEXCOORD6 = tmpvar_3; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; attribute vec4 TEXCOORD3; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB1[216]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; int tmpvar_4; tmpvar_4 = int(COLOR1.x); vec4 tmpvar_5; tmpvar_5 = CB1[(tmpvar_4 * 3)]; vec4 tmpvar_6; tmpvar_6 = CB1[((tmpvar_4 * 3) + 1)]; vec4 tmpvar_7; tmpvar_7 = CB1[((tmpvar_4 * 3) + 2)]; vec3 tmpvar_8; tmpvar_8.x = dot (tmpvar_5, POSITION); tmpvar_8.y = dot (tmpvar_6, POSITION); tmpvar_8.z = dot (tmpvar_7, POSITION); vec3 tmpvar_9; tmpvar_9.x = dot (tmpvar_5.xyz, NORMAL); tmpvar_9.y = dot (tmpvar_6.xyz, NORMAL); tmpvar_9.z = dot (tmpvar_7.xyz, NORMAL); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = tmpvar_8; float tmpvar_13; tmpvar_13 = dot (CB0[3], tmpvar_12); vec4 tmpvar_14; tmpvar_14.x = dot (CB0[0], tmpvar_12); tmpvar_14.y = dot (CB0[1], tmpvar_12); tmpvar_14.z = dot (CB0[2], tmpvar_12); tmpvar_14.w = tmpvar_13; vec4 tmpvar_15; tmpvar_15.zw = vec2(0.0, 0.0); tmpvar_15.xy = TEXCOORD0; tmpvar_1.xy = tmpvar_15.xy; vec4 tmpvar_16; tmpvar_16.zw = vec2(0.0, 0.0); tmpvar_16.xy = TEXCOORD1; tmpvar_2.xy = tmpvar_16.xy; vec4 tmpvar_17; tmpvar_17.xyz = (((tmpvar_8 + (tmpvar_9 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_17.w = ((CB0[12].z - tmpvar_13) * CB0[12].w); vec4 tmpvar_18; tmpvar_18.xyz = (CB0[7].xyz - tmpvar_8); tmpvar_18.w = tmpvar_14.w; vec4 tmpvar_19; tmpvar_19.w = 1.0; tmpvar_19.xyz = tmpvar_8; vec3 tmpvar_20; tmpvar_20.x = dot (CB0[21], tmpvar_19); tmpvar_20.y = dot (CB0[22], tmpvar_19); tmpvar_20.z = dot (CB0[23], tmpvar_19); vec4 tmpvar_21; tmpvar_21.w = 0.0; tmpvar_21.xyz = tmpvar_20; tmpvar_3.xyz = tmpvar_21.xyz; vec4 tmpvar_22; tmpvar_22 = ((TEXCOORD3 * CB0[19].zzzz) + vec4(((0.5 * tmpvar_13) * CB0[19].y))); tmpvar_1.zw = tmpvar_22.xy; tmpvar_2.zw = tmpvar_22.zw; vec4 tmpvar_23; tmpvar_23.xyz = tmpvar_9; tmpvar_23.w = COLOR1.z; tmpvar_3.w = (COLOR1.w / 255.0); vec4 tmpvar_24; tmpvar_24.xyz = ((vec3(max (tmpvar_10, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)); tmpvar_24.w = ((float( (tmpvar_10 > 0.0) ) * pow ( clamp (dot (normalize((tmpvar_11 + normalize((CB0[7].xyz - tmpvar_8)) )), tmpvar_9), 0.0, 1.0) , COLOR1.z)) * (COLOR1.y / 255.0)); gl_Position = tmpvar_14; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_17; frag_TEXCOORD3 = tmpvar_18; frag_TEXCOORD4 = tmpvar_23; frag_COLOR1 = tmpvar_24; frag_TEXCOORD6 = tmpvar_3; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; attribute vec3 TEXCOORD2; attribute vec4 TEXCOORD3; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB1[216]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; int tmpvar_4; tmpvar_4 = int(COLOR1.x); vec4 tmpvar_5; tmpvar_5 = CB1[(tmpvar_4 * 3)]; vec4 tmpvar_6; tmpvar_6 = CB1[((tmpvar_4 * 3) + 1)]; vec4 tmpvar_7; tmpvar_7 = CB1[((tmpvar_4 * 3) + 2)]; vec3 tmpvar_8; tmpvar_8.x = dot (tmpvar_5, POSITION); tmpvar_8.y = dot (tmpvar_6, POSITION); tmpvar_8.z = dot (tmpvar_7, POSITION); vec3 tmpvar_9; tmpvar_9.x = dot (tmpvar_5.xyz, NORMAL); tmpvar_9.y = dot (tmpvar_6.xyz, NORMAL); tmpvar_9.z = dot (tmpvar_7.xyz, NORMAL); vec4 tmpvar_10; tmpvar_10.w = 1.0; tmpvar_10.xyz = tmpvar_8; float tmpvar_11; tmpvar_11 = dot (CB0[3], tmpvar_10); vec4 tmpvar_12; tmpvar_12.x = dot (CB0[0], tmpvar_10); tmpvar_12.y = dot (CB0[1], tmpvar_10); tmpvar_12.z = dot (CB0[2], tmpvar_10); tmpvar_12.w = tmpvar_11; vec4 tmpvar_13; tmpvar_13.zw = vec2(0.0, 0.0); tmpvar_13.xy = TEXCOORD0; tmpvar_1.xy = tmpvar_13.xy; vec4 tmpvar_14; tmpvar_14.zw = vec2(0.0, 0.0); tmpvar_14.xy = TEXCOORD1; tmpvar_2.xy = tmpvar_14.xy; vec4 tmpvar_15; tmpvar_15.xyz = (((tmpvar_8 + (tmpvar_9 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_15.w = ((CB0[12].z - tmpvar_11) * CB0[12].w); vec4 tmpvar_16; tmpvar_16.xyz = (CB0[7].xyz - tmpvar_8); tmpvar_16.w = tmpvar_12.w; vec4 tmpvar_17; tmpvar_17.w = 1.0; tmpvar_17.xyz = tmpvar_8; vec3 tmpvar_18; tmpvar_18.x = dot (CB0[21], tmpvar_17); tmpvar_18.y = dot (CB0[22], tmpvar_17); tmpvar_18.z = dot (CB0[23], tmpvar_17); vec4 tmpvar_19; tmpvar_19.w = 0.0; tmpvar_19.xyz = tmpvar_18; tmpvar_3.xyz = tmpvar_19.xyz; vec4 tmpvar_20; tmpvar_20 = ((TEXCOORD3 * CB0[19].zzzz) + vec4(((0.5 * tmpvar_11) * CB0[19].y))); tmpvar_1.zw = tmpvar_20.xy; tmpvar_2.zw = tmpvar_20.zw; vec4 tmpvar_21; tmpvar_21.xyz = tmpvar_9; tmpvar_21.w = COLOR1.z; tmpvar_3.w = (COLOR1.w / 255.0); vec3 tmpvar_22; tmpvar_22.x = dot (tmpvar_5.xyz, TEXCOORD2); tmpvar_22.y = dot (tmpvar_6.xyz, TEXCOORD2); tmpvar_22.z = dot (tmpvar_7.xyz, TEXCOORD2); gl_Position = tmpvar_12; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_15; frag_TEXCOORD3 = tmpvar_16; frag_TEXCOORD4 = tmpvar_21; frag_TEXCOORD5 = tmpvar_22; frag_TEXCOORD6 = tmpvar_3; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB1[216]; void main () { int tmpvar_1; tmpvar_1 = int(COLOR1.x); vec4 tmpvar_2; tmpvar_2 = CB1[(tmpvar_1 * 3)]; vec4 tmpvar_3; tmpvar_3 = CB1[((tmpvar_1 * 3) + 1)]; vec4 tmpvar_4; tmpvar_4 = CB1[((tmpvar_1 * 3) + 2)]; vec3 tmpvar_5; tmpvar_5.x = dot (tmpvar_2, POSITION); tmpvar_5.y = dot (tmpvar_3, POSITION); tmpvar_5.z = dot (tmpvar_4, POSITION); vec3 tmpvar_6; tmpvar_6.x = dot (tmpvar_2.xyz, NORMAL); tmpvar_6.y = dot (tmpvar_3.xyz, NORMAL); tmpvar_6.z = dot (tmpvar_4.xyz, NORMAL); float tmpvar_7; vec3 tmpvar_8; tmpvar_8 = -(CB0[10].xyz); tmpvar_7 = dot (tmpvar_6, tmpvar_8); vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = tmpvar_5; float tmpvar_10; tmpvar_10 = dot (CB0[3], tmpvar_9); vec4 tmpvar_11; tmpvar_11.x = dot (CB0[0], tmpvar_9); tmpvar_11.y = dot (CB0[1], tmpvar_9); tmpvar_11.z = dot (CB0[2], tmpvar_9); tmpvar_11.w = tmpvar_10; vec4 tmpvar_12; tmpvar_12.zw = vec2(0.0, 0.0); tmpvar_12.xy = TEXCOORD0; vec4 tmpvar_13; tmpvar_13.zw = vec2(0.0, 0.0); tmpvar_13.xy = TEXCOORD1; vec4 tmpvar_14; tmpvar_14.xyz = (((tmpvar_5 + (tmpvar_6 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_14.w = ((CB0[12].z - tmpvar_10) * CB0[12].w); vec4 tmpvar_15; tmpvar_15.xyz = (CB0[7].xyz - tmpvar_5); tmpvar_15.w = tmpvar_11.w; vec4 tmpvar_16; tmpvar_16.w = 1.0; tmpvar_16.xyz = tmpvar_5; vec3 tmpvar_17; tmpvar_17.x = dot (CB0[21], tmpvar_16); tmpvar_17.y = dot (CB0[22], tmpvar_16); tmpvar_17.z = dot (CB0[23], tmpvar_16); vec4 tmpvar_18; tmpvar_18.w = 0.0; tmpvar_18.xyz = tmpvar_17; vec4 tmpvar_19; tmpvar_19.xyz = ((vec3(max (tmpvar_7, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_7) , 0.0)) * CB0[11].xyz)); tmpvar_19.w = ((float( (tmpvar_7 > 0.0) ) * pow ( clamp (dot (normalize((tmpvar_8 + normalize((CB0[7].xyz - tmpvar_5)) )), tmpvar_6), 0.0, 1.0) , COLOR1.z)) * (COLOR1.y / 255.0)); gl_Position = tmpvar_11; frag_TEXCOORD0 = tmpvar_12; frag_TEXCOORD1 = tmpvar_13; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_14; frag_TEXCOORD3 = tmpvar_15; frag_COLOR1 = tmpvar_19; frag_TEXCOORD6 = tmpvar_18; } #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 + ((texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(5.0, 5.0)) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0))); normal_6.xy = (normal_6.xy * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (((fade_3.x * 4.0) - 3.0), 0.0, 1.0))) .xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.14, 20.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(0.9, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_12, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_12), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_16))) + tmpvar_15.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow (clamp (dot (tmpvar_11, normalize( (tmpvar_13 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_9.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 + ((texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(5.0, 5.0)) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0))); normal_6.xy = (normal_6.xy * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * vec2(0.25, 0.25))), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (((fade_3.x * 4.0) - 3.0), 0.0, 1.0))) .xyz) * vec3((1.0 + (normal_6.x * 0.5) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.14, 20.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(0.9, 128.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; vec3 tmpvar_18; tmpvar_18 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_12, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_12) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_16)) ) + tmpvar_15.xyz) * albedo_5); vec3 tmpvar_19; tmpvar_19 = (CB0[9].xyz * vec3((( (float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow ( clamp (dot (tmpvar_11, normalize((tmpvar_13 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_9.y)))); tmpvar_1.xyz = (tmpvar_18 + tmpvar_19); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); float tmpvar_22; tmpvar_22 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_22)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_23.y = clamp ((( (1.0 - tmpvar_22) + (3.0 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_23; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_2.w = frag_COLOR0.w; float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5))) + tmpvar_4.xyz) * tmpvar_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_5)))); tmpvar_1.w = tmpvar_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_2.w = frag_COLOR0.w; float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5))) + tmpvar_4.xyz) * tmpvar_2.xyz) + (CB0[9].xyz * vec3(( (frag_COLOR1.w * tmpvar_5) * pow (clamp (dot (normalize(frag_TEXCOORD4.xyz), normalize( (-(CB0[10].xyz) + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), frag_TEXCOORD4.w) )))); tmpvar_1.w = tmpvar_2.w; float tmpvar_7; tmpvar_7 = (frag_TEXCOORD3.w * CB0[19].y); vec2 tmpvar_8; tmpvar_8 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_9; tmpvar_9 = (min (tmpvar_8.x, tmpvar_8.y) / tmpvar_7); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_7 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_9)) + tmpvar_9), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_2.w = frag_COLOR0.w; float tmpvar_3; tmpvar_3 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_3)))), CB0[14], vec4(tmpvar_3)); float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_5 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_6.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_6.y) * CB0[20].w)) * tmpvar_4.w); vec3 tmpvar_7; tmpvar_7 = (((CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_5)) ) + tmpvar_4.xyz) * tmpvar_2.xyz); vec3 tmpvar_8; tmpvar_8 = (CB0[9].xyz * vec3(((frag_COLOR1.w * tmpvar_5) * pow ( clamp (dot (normalize(frag_TEXCOORD4.xyz), normalize(( -(CB0[10].xyz) + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , frag_TEXCOORD4.w)))); tmpvar_1.xyz = (tmpvar_7 + tmpvar_8); tmpvar_1.w = tmpvar_2.w; float tmpvar_9; tmpvar_9 = (frag_TEXCOORD3.w * CB0[19].y); vec2 tmpvar_10; tmpvar_10 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_11; tmpvar_11 = (min (tmpvar_10.x, tmpvar_10.y) / tmpvar_9); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_9 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_11)) + tmpvar_11), 0.0, 1.0))); float tmpvar_12; tmpvar_12 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_12)); vec4 tmpvar_13; tmpvar_13.zw = vec2(0.0, 0.0); tmpvar_13.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_13.y = clamp ((( (1.0 - tmpvar_12) + (3.0 * dot (tmpvar_8, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_7, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_13; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec4 tmpvar_3; tmpvar_3.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_3.w = frag_COLOR0.w; albedo_2.w = tmpvar_3.w; float tmpvar_4; tmpvar_4 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_5; tmpvar_5 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_4)))), CB0[14], vec4(tmpvar_4)); float tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_6 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_7.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_7.y) * CB0[20].w)) * tmpvar_5.w); vec3 I_8; I_8 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (tmpvar_3.xyz, textureCube (EnvironmentMap, (I_8 - (2.0 * (dot (frag_TEXCOORD4.xyz, I_8) * frag_TEXCOORD4.xyz) ))).xyz, frag_TEXCOORD6.www); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_6))) + tmpvar_5.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_6)))); tmpvar_1.w = albedo_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec4 tmpvar_3; tmpvar_3.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_3.w = frag_COLOR0.w; albedo_2.w = tmpvar_3.w; vec3 tmpvar_4; tmpvar_4 = normalize(frag_TEXCOORD4.xyz); float tmpvar_5; tmpvar_5 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_6; tmpvar_6 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_5)))), CB0[14], vec4(tmpvar_5)); float tmpvar_7; vec4 tmpvar_8; tmpvar_8 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_7 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_8.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_8.y) * CB0[20].w)) * tmpvar_6.w); vec3 I_9; I_9 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (tmpvar_3.xyz, textureCube (EnvironmentMap, (I_9 - (2.0 * (dot (tmpvar_4, I_9) * tmpvar_4) ))).xyz, frag_TEXCOORD6.www); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_7))) + tmpvar_6.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3(( (frag_COLOR1.w * tmpvar_7) * pow (clamp (dot (tmpvar_4, normalize( (-(CB0[10].xyz) + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), frag_TEXCOORD4.w) )))); tmpvar_1.w = albedo_2.w; float tmpvar_10; tmpvar_10 = (frag_TEXCOORD3.w * CB0[19].y); vec2 tmpvar_11; tmpvar_11 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_12; tmpvar_12 = (min (tmpvar_11.x, tmpvar_11.y) / tmpvar_10); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_10 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_12)) + tmpvar_12), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform samplerCube EnvironmentMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec4 tmpvar_3; tmpvar_3.xyz = (frag_COLOR0.xyz * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); tmpvar_3.w = frag_COLOR0.w; albedo_2.w = tmpvar_3.w; vec3 tmpvar_4; tmpvar_4 = normalize(frag_TEXCOORD4.xyz); float tmpvar_5; tmpvar_5 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_6; tmpvar_6 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_5)))), CB0[14], vec4(tmpvar_5)); float tmpvar_7; vec4 tmpvar_8; tmpvar_8 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_7 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_8.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_8.y) * CB0[20].w)) * tmpvar_6.w); vec3 I_9; I_9 = -(frag_TEXCOORD3.xyz); albedo_2.xyz = mix (tmpvar_3.xyz, textureCube (EnvironmentMap, (I_9 - (2.0 * (dot (tmpvar_4, I_9) * tmpvar_4) ))).xyz, frag_TEXCOORD6.www); vec3 tmpvar_10; tmpvar_10 = (((CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_7)) ) + tmpvar_6.xyz) * albedo_2.xyz); vec3 tmpvar_11; tmpvar_11 = (CB0[9].xyz * vec3(((frag_COLOR1.w * tmpvar_7) * pow ( clamp (dot (tmpvar_4, normalize(( -(CB0[10].xyz) + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , frag_TEXCOORD4.w)))); tmpvar_1.xyz = (tmpvar_10 + tmpvar_11); tmpvar_1.w = albedo_2.w; float tmpvar_12; tmpvar_12 = (frag_TEXCOORD3.w * CB0[19].y); vec2 tmpvar_13; tmpvar_13 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_14; tmpvar_14 = (min (tmpvar_13.x, tmpvar_13.y) / tmpvar_12); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_12 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_14)) + tmpvar_14), 0.0, 1.0))); float tmpvar_15; tmpvar_15 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_15)); vec4 tmpvar_16; tmpvar_16.zw = vec2(0.0, 0.0); tmpvar_16.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_16.y = clamp ((( (1.0 - tmpvar_15) + (3.0 * dot (tmpvar_11, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_10, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_16; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; attribute vec4 TEXCOORD3; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; vec3 tmpvar_4; tmpvar_4 = POSITION.xyz; float tmpvar_5; tmpvar_5 = dot (NORMAL, -(CB0[10].xyz)); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = tmpvar_4; float tmpvar_7; tmpvar_7 = dot (CB0[3], tmpvar_6); vec4 tmpvar_8; tmpvar_8.x = dot (CB0[0], tmpvar_6); tmpvar_8.y = dot (CB0[1], tmpvar_6); tmpvar_8.z = dot (CB0[2], tmpvar_6); tmpvar_8.w = tmpvar_7; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = TEXCOORD0; tmpvar_1.xy = tmpvar_9.xy; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 0.0); tmpvar_10.xy = TEXCOORD1; tmpvar_2.xy = tmpvar_10.xy; vec4 tmpvar_11; tmpvar_11.xyz = (((POSITION.xyz + (NORMAL * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_11.w = ((CB0[12].z - tmpvar_7) * CB0[12].w); vec4 tmpvar_12; tmpvar_12.xyz = (CB0[7].xyz - POSITION.xyz); tmpvar_12.w = tmpvar_8.w; vec4 tmpvar_13; tmpvar_13.w = 1.0; tmpvar_13.xyz = tmpvar_4; vec3 tmpvar_14; tmpvar_14.x = dot (CB0[21], tmpvar_13); tmpvar_14.y = dot (CB0[22], tmpvar_13); tmpvar_14.z = dot (CB0[23], tmpvar_13); vec4 tmpvar_15; tmpvar_15.w = 0.0; tmpvar_15.xyz = tmpvar_14; tmpvar_3.xyz = tmpvar_15.xyz; vec4 tmpvar_16; tmpvar_16 = ((TEXCOORD3 * CB0[19].zzzz) + vec4(((0.5 * tmpvar_7) * CB0[19].y))); tmpvar_1.zw = tmpvar_16.xy; tmpvar_2.zw = tmpvar_16.zw; vec4 tmpvar_17; tmpvar_17.xyz = NORMAL; tmpvar_17.w = COLOR1.z; tmpvar_3.w = (COLOR1.w / 255.0); vec4 tmpvar_18; tmpvar_18.xyz = ((vec3(max (tmpvar_5, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_5) , 0.0)) * CB0[11].xyz)); tmpvar_18.w = (float((tmpvar_5 > 0.0)) * (COLOR1.y / 255.0)); gl_Position = tmpvar_8; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_11; frag_TEXCOORD3 = tmpvar_12; frag_TEXCOORD4 = tmpvar_17; frag_COLOR1 = tmpvar_18; frag_TEXCOORD6 = tmpvar_3; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; attribute vec4 TEXCOORD3; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; vec3 tmpvar_4; tmpvar_4 = POSITION.xyz; float tmpvar_5; vec3 tmpvar_6; tmpvar_6 = -(CB0[10].xyz); tmpvar_5 = dot (NORMAL, tmpvar_6); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = tmpvar_4; float tmpvar_8; tmpvar_8 = dot (CB0[3], tmpvar_7); vec4 tmpvar_9; tmpvar_9.x = dot (CB0[0], tmpvar_7); tmpvar_9.y = dot (CB0[1], tmpvar_7); tmpvar_9.z = dot (CB0[2], tmpvar_7); tmpvar_9.w = tmpvar_8; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 0.0); tmpvar_10.xy = TEXCOORD0; tmpvar_1.xy = tmpvar_10.xy; vec4 tmpvar_11; tmpvar_11.zw = vec2(0.0, 0.0); tmpvar_11.xy = TEXCOORD1; tmpvar_2.xy = tmpvar_11.xy; vec4 tmpvar_12; tmpvar_12.xyz = (((POSITION.xyz + (NORMAL * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_12.w = ((CB0[12].z - tmpvar_8) * CB0[12].w); vec4 tmpvar_13; vec3 tmpvar_14; tmpvar_14 = (CB0[7].xyz - POSITION.xyz); tmpvar_13.xyz = tmpvar_14; tmpvar_13.w = tmpvar_9.w; vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = tmpvar_4; vec3 tmpvar_16; tmpvar_16.x = dot (CB0[21], tmpvar_15); tmpvar_16.y = dot (CB0[22], tmpvar_15); tmpvar_16.z = dot (CB0[23], tmpvar_15); vec4 tmpvar_17; tmpvar_17.w = 0.0; tmpvar_17.xyz = tmpvar_16; tmpvar_3.xyz = tmpvar_17.xyz; vec4 tmpvar_18; tmpvar_18 = ((TEXCOORD3 * CB0[19].zzzz) + vec4(((0.5 * tmpvar_8) * CB0[19].y))); tmpvar_1.zw = tmpvar_18.xy; tmpvar_2.zw = tmpvar_18.zw; vec4 tmpvar_19; tmpvar_19.xyz = NORMAL; tmpvar_19.w = COLOR1.z; tmpvar_3.w = (COLOR1.w / 255.0); vec4 tmpvar_20; tmpvar_20.xyz = ((vec3(max (tmpvar_5, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_5) , 0.0)) * CB0[11].xyz)); tmpvar_20.w = ((float( (tmpvar_5 > 0.0) ) * pow ( clamp (dot (normalize((tmpvar_6 + normalize(tmpvar_14) )), NORMAL), 0.0, 1.0) , COLOR1.z)) * (COLOR1.y / 255.0)); gl_Position = tmpvar_9; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_12; frag_TEXCOORD3 = tmpvar_13; frag_TEXCOORD4 = tmpvar_19; frag_COLOR1 = tmpvar_20; frag_TEXCOORD6 = tmpvar_3; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; attribute vec3 TEXCOORD2; attribute vec4 TEXCOORD3; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; vec3 tmpvar_4; tmpvar_4 = POSITION.xyz; vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = tmpvar_4; float tmpvar_6; tmpvar_6 = dot (CB0[3], tmpvar_5); vec4 tmpvar_7; tmpvar_7.x = dot (CB0[0], tmpvar_5); tmpvar_7.y = dot (CB0[1], tmpvar_5); tmpvar_7.z = dot (CB0[2], tmpvar_5); tmpvar_7.w = tmpvar_6; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = TEXCOORD0; tmpvar_1.xy = tmpvar_8.xy; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = TEXCOORD1; tmpvar_2.xy = tmpvar_9.xy; vec4 tmpvar_10; tmpvar_10.xyz = (((POSITION.xyz + (NORMAL * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_10.w = ((CB0[12].z - tmpvar_6) * CB0[12].w); vec4 tmpvar_11; tmpvar_11.xyz = (CB0[7].xyz - POSITION.xyz); tmpvar_11.w = tmpvar_7.w; vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = tmpvar_4; vec3 tmpvar_13; tmpvar_13.x = dot (CB0[21], tmpvar_12); tmpvar_13.y = dot (CB0[22], tmpvar_12); tmpvar_13.z = dot (CB0[23], tmpvar_12); vec4 tmpvar_14; tmpvar_14.w = 0.0; tmpvar_14.xyz = tmpvar_13; tmpvar_3.xyz = tmpvar_14.xyz; vec4 tmpvar_15; tmpvar_15 = ((TEXCOORD3 * CB0[19].zzzz) + vec4(((0.5 * tmpvar_6) * CB0[19].y))); tmpvar_1.zw = tmpvar_15.xy; tmpvar_2.zw = tmpvar_15.zw; vec4 tmpvar_16; tmpvar_16.xyz = NORMAL; tmpvar_16.w = COLOR1.z; tmpvar_3.w = (COLOR1.w / 255.0); gl_Position = tmpvar_7; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_10; frag_TEXCOORD3 = tmpvar_11; frag_TEXCOORD4 = tmpvar_16; frag_TEXCOORD5 = TEXCOORD2; frag_TEXCOORD6 = tmpvar_3; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec2 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 COLOR0; attribute vec4 COLOR1; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; void main () { vec3 tmpvar_1; tmpvar_1 = POSITION.xyz; float tmpvar_2; vec3 tmpvar_3; tmpvar_3 = -(CB0[10].xyz); tmpvar_2 = dot (NORMAL, tmpvar_3); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_1; float tmpvar_5; tmpvar_5 = dot (CB0[3], tmpvar_4); vec4 tmpvar_6; tmpvar_6.x = dot (CB0[0], tmpvar_4); tmpvar_6.y = dot (CB0[1], tmpvar_4); tmpvar_6.z = dot (CB0[2], tmpvar_4); tmpvar_6.w = tmpvar_5; vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 0.0); tmpvar_7.xy = TEXCOORD0; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = TEXCOORD1; vec4 tmpvar_9; tmpvar_9.xyz = (((POSITION.xyz + (NORMAL * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_9.w = ((CB0[12].z - tmpvar_5) * CB0[12].w); vec4 tmpvar_10; vec3 tmpvar_11; tmpvar_11 = (CB0[7].xyz - POSITION.xyz); tmpvar_10.xyz = tmpvar_11; tmpvar_10.w = tmpvar_6.w; vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = tmpvar_1; vec3 tmpvar_13; tmpvar_13.x = dot (CB0[21], tmpvar_12); tmpvar_13.y = dot (CB0[22], tmpvar_12); tmpvar_13.z = dot (CB0[23], tmpvar_12); vec4 tmpvar_14; tmpvar_14.w = 0.0; tmpvar_14.xyz = tmpvar_13; vec4 tmpvar_15; tmpvar_15.xyz = ((vec3(max (tmpvar_2, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_2) , 0.0)) * CB0[11].xyz)); tmpvar_15.w = ((float( (tmpvar_2 > 0.0) ) * pow ( clamp (dot (normalize((tmpvar_3 + normalize(tmpvar_11) )), NORMAL), 0.0, 1.0) , COLOR1.z)) * (COLOR1.y / 255.0)); gl_Position = tmpvar_6; frag_TEXCOORD0 = tmpvar_7; frag_TEXCOORD1 = tmpvar_8; frag_COLOR0 = COLOR0; frag_TEXCOORD2 = tmpvar_9; frag_TEXCOORD3 = tmpvar_10; frag_COLOR1 = tmpvar_15; frag_TEXCOORD6 = tmpvar_14; } #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 + (( (texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(7.0, 7.0))).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(0.6, 0.6))); normal_6.xy = (normal_6.xy * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((1.0 + (normal_6.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.25, 32.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_12, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_12), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_16))) + tmpvar_15.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow (clamp (dot (tmpvar_11, normalize( (tmpvar_13 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_9.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_18; tmpvar_18 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_19; tmpvar_19 = (min (tmpvar_18.x, tmpvar_18.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_19)) + tmpvar_19), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); normal_6.z = tmpvar_8.z; normal_6.xy = (tmpvar_7 + (( (texture2D (NormalDetailMap, (frag_TEXCOORD0.xy * vec2(7.0, 7.0))).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)) * vec2(0.6, 0.6))); normal_6.xy = (normal_6.xy * fade_3.yy); albedo_5 = (((frag_COLOR0.xyz * texture2D (DiffuseMap, frag_TEXCOORD0.xy).xyz) * vec3((1.0 + (normal_6.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_9; tmpvar_9 = mix (vec2(0.25, 32.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_10; tmpvar_10.xyz = albedo_5; tmpvar_10.w = frag_COLOR0.w; albedo_2.w = tmpvar_10.w; vec3 tmpvar_11; tmpvar_11 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_12; vec3 tmpvar_13; tmpvar_13 = -(CB0[10].xyz); tmpvar_12 = dot (tmpvar_11, tmpvar_13); float tmpvar_14; tmpvar_14 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_15; tmpvar_15 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_14)))), CB0[14], vec4(tmpvar_14)); float tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_16 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_17.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_17.y) * CB0[20].w)) * tmpvar_15.w); albedo_2.xyz = albedo_5; vec3 tmpvar_18; tmpvar_18 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_12, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_12) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_16)) ) + tmpvar_15.xyz) * albedo_5); vec3 tmpvar_19; tmpvar_19 = (CB0[9].xyz * vec3((( (float((tmpvar_12 >= 0.0)) * tmpvar_9.x) * tmpvar_16) * pow ( clamp (dot (tmpvar_11, normalize((tmpvar_13 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_9.y)))); tmpvar_1.xyz = (tmpvar_18 + tmpvar_19); tmpvar_1.w = albedo_2.w; vec2 tmpvar_20; tmpvar_20 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_21; tmpvar_21 = (min (tmpvar_20.x, tmpvar_20.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_21)) + tmpvar_21), 0.0, 1.0))); float tmpvar_22; tmpvar_22 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_22)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_23.y = clamp ((( (1.0 - tmpvar_22) + (3.0 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_18, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_23; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.28, 53.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_13, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_13), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_17))) + tmpvar_16.xyz) * albedo_5) + (CB0[9].xyz * vec3(( ((float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow (clamp (dot (tmpvar_12, normalize( (tmpvar_14 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), tmpvar_10.y) )))); tmpvar_1.w = albedo_2.w; vec2 tmpvar_19; tmpvar_19 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_20; tmpvar_20 = (min (tmpvar_19.x, tmpvar_19.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_20)) + tmpvar_20), 0.0, 1.0))); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler2D StudsMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 fade_3; fade_3.x = clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0); float tmpvar_4; tmpvar_4 = (frag_TEXCOORD3.w * CB0[19].y); fade_3.y = clamp ((1.0 - tmpvar_4), 0.0, 1.0); vec3 albedo_5; vec3 normal_6; vec4 tmpvar_7; tmpvar_7 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); vec2 tmpvar_8; tmpvar_8 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); normal_6.z = tmpvar_9.z; normal_6.xy = (tmpvar_8 * fade_3.yy); albedo_5 = ((( mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_7.www) * tmpvar_7.xyz) * vec3((1.0 + (normal_6.x * 0.3) ))) * vec3((texture2D (StudsMap, frag_TEXCOORD1.xy).x * 2.0))); vec2 tmpvar_10; tmpvar_10 = mix (vec2(0.28, 53.0), ((texture2D (SpecularMap, frag_TEXCOORD0.xy).xy * vec2(2.0, 256.0)) + vec2(0.0, 0.01)), fade_3.yy); vec4 tmpvar_11; tmpvar_11.xyz = albedo_5; tmpvar_11.w = frag_COLOR0.w; albedo_2.w = tmpvar_11.w; vec3 tmpvar_12; tmpvar_12 = normalize((( (normal_6.xxx * frag_TEXCOORD5) + (normal_6.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_9.zzz * frag_TEXCOORD4.xyz))); float tmpvar_13; vec3 tmpvar_14; tmpvar_14 = -(CB0[10].xyz); tmpvar_13 = dot (tmpvar_12, tmpvar_14); float tmpvar_15; tmpvar_15 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_16; tmpvar_16 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_15)))), CB0[14], vec4(tmpvar_15)); float tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_17 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_18.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_18.y) * CB0[20].w)) * tmpvar_16.w); albedo_2.xyz = albedo_5; vec3 tmpvar_19; tmpvar_19 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_13, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_13) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_17)) ) + tmpvar_16.xyz) * albedo_5); vec3 tmpvar_20; tmpvar_20 = (CB0[9].xyz * vec3((( (float((tmpvar_13 >= 0.0)) * tmpvar_10.x) * tmpvar_17) * pow ( clamp (dot (tmpvar_12, normalize((tmpvar_14 + normalize(frag_TEXCOORD3.xyz) ))), 0.0, 1.0) , tmpvar_10.y)))); tmpvar_1.xyz = (tmpvar_19 + tmpvar_20); tmpvar_1.w = albedo_2.w; vec2 tmpvar_21; tmpvar_21 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_22; tmpvar_22 = (min (tmpvar_21.x, tmpvar_21.y) / tmpvar_4); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((tmpvar_4 * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_22)) + tmpvar_22), 0.0, 1.0))); float tmpvar_23; tmpvar_23 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_23)); vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.x = min ((frag_TEXCOORD3.w / 500.0), 0.998); tmpvar_24.y = clamp ((( (1.0 - tmpvar_23) + (3.0 * dot (tmpvar_20, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_19, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_24; } //$$StudsMap=s0 //$$LightMap=s1 //$$ShadowMap=s3 //$$EnvironmentMap=s4 //$$DiffuseMap=s5 //$$NormalMap=s6 //$$SpecularMap=s7 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; uniform sampler2D Texture0; void main () { vec4 avgColor_1; avgColor_1 = (texture2D (Texture0, frag_TEXCOORD1.xy) + texture2D (Texture0, frag_TEXCOORD1.zw)); avgColor_1 = (avgColor_1 + texture2D (Texture0, frag_TEXCOORD2.xy)); avgColor_1 = (avgColor_1 + texture2D (Texture0, frag_TEXCOORD2.zw)); gl_FragData[0] = (avgColor_1 * vec4(0.25, 0.25, 0.25, 0.25)); } //$$Texture0=s0 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (Texture0, frag_TEXCOORD1.xy); vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = tmpvar_1.xyz; vec4 tmpvar_3; tmpvar_3 = texture2D (Texture0, frag_TEXCOORD1.zw); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_3.xyz; vec4 tmpvar_5; tmpvar_5 = texture2D (Texture0, frag_TEXCOORD2.xy); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = tmpvar_5.xyz; vec4 tmpvar_7; tmpvar_7 = texture2D (Texture0, frag_TEXCOORD2.zw); vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_7.xyz; gl_FragData[0] = ((( ((tmpvar_2 * vec4(max ((1.0 - tmpvar_1.w), (CB1[5].x * pow (max (max (tmpvar_1.x, tmpvar_1.y), tmpvar_1.z), CB1[5].y) )))) + (tmpvar_4 * vec4(max ((1.0 - tmpvar_3.w), (CB1[5].x * pow (max (max (tmpvar_3.x, tmpvar_3.y), tmpvar_3.z), CB1[5].y) ))))) + (tmpvar_6 * vec4(max ((1.0 - tmpvar_5.w), (CB1[5].x * pow ( max (max (tmpvar_5.x, tmpvar_5.y), tmpvar_5.z) , CB1[5].y))))) ) + (tmpvar_8 * vec4( max ((1.0 - tmpvar_7.w), (CB1[5].x * pow (max ( max (tmpvar_7.x, tmpvar_7.y) , tmpvar_7.z), CB1[5].y))) ))) * vec4(0.25, 0.25, 0.25, 0.25)); } //$$Texture0=s0 #version 110 varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; uniform sampler2D Texture0; void main () { vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = max (max (texture2D (Texture0, frag_TEXCOORD1.xy).xyz, texture2D (Texture0, frag_TEXCOORD1.zw).xyz), max (texture2D (Texture0, frag_TEXCOORD2.xy).xyz, texture2D (Texture0, frag_TEXCOORD2.zw).xyz)); gl_FragData[0] = tmpvar_1; } //$$Texture0=s0 #version 110 attribute vec4 POSITION; varying vec2 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec2 tmpvar_3; tmpvar_3 = ((POSITION.xy * vec2(0.5, 0.5)) + vec2(0.5, 0.5)); vec2 tmpvar_4; tmpvar_4 = (CB1[0].zw * vec2(0.25, 0.25)); tmpvar_1.xy = (tmpvar_3 - tmpvar_4); tmpvar_1.zw = (tmpvar_3 + (tmpvar_4 * vec2(1.0, -1.0))); tmpvar_2.xy = (tmpvar_3 + (tmpvar_4 * vec2(-1.0, 1.0))); tmpvar_2.zw = (tmpvar_3 + tmpvar_4); gl_Position = POSITION; frag_TEXCOORD0 = tmpvar_3; frag_TEXCOORD1 = tmpvar_1; frag_TEXCOORD2 = tmpvar_2; } #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform sampler2D Texture2; uniform sampler2D Texture3; uniform vec4 CB1[6]; void main () { vec4 mainColor_1; vec4 tmpvar_2; tmpvar_2 = texture2D (Texture0, frag_TEXCOORD0); mainColor_1.w = tmpvar_2.w; vec4 tmpvar_3; tmpvar_3 = texture2D (Texture3, frag_TEXCOORD0); mainColor_1.xyz = min (vec3(1.0, 1.0, 1.0), ((tmpvar_3.xyz * CB1[4].yyy) + (tmpvar_2.xyz * vec3( (1.0 - tmpvar_3.w) )))); mainColor_1.xyz = (vec3(1.0, 1.0, 1.0) - ((vec3(1.0, 1.0, 1.0) - mainColor_1.xyz) * (vec3(1.0, 1.0, 1.0) - texture2D (Texture2, frag_TEXCOORD0).xyz))); gl_FragData[0] = clamp (mainColor_1, 0.0, 1.0); } //$$Texture0=s0 //$$Texture2=s2 //$$Texture3=s3 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform sampler2D Texture1; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (Texture0, frag_TEXCOORD0); vec3 tmpvar_2; tmpvar_2 = mix (tmpvar_1.xyz, texture2D (Texture1, frag_TEXCOORD0).xyz, CB1[4].xxx); vec3 ret_3; ret_3.x = (dot (tmpvar_2, CB1[1].xyz) + CB1[1].w); ret_3.y = (dot (tmpvar_2, CB1[2].xyz) + CB1[2].w); ret_3.z = (dot (tmpvar_2, CB1[3].xyz) + CB1[3].w); vec4 tmpvar_4; tmpvar_4.xyz = ret_3; tmpvar_4.w = tmpvar_1.w; gl_FragData[0] = tmpvar_4; } //$$Texture0=s0 //$$Texture1=s1 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform sampler2D Texture1; uniform sampler2D Texture2; uniform sampler2D Texture3; uniform vec4 CB1[6]; void main () { vec4 mainColor_1; vec4 tmpvar_2; tmpvar_2 = texture2D (Texture0, frag_TEXCOORD0); mainColor_1.w = tmpvar_2.w; vec4 tmpvar_3; tmpvar_3 = texture2D (Texture3, frag_TEXCOORD0); mainColor_1.xyz = min (vec3(1.0, 1.0, 1.0), ((tmpvar_3.xyz * CB1[4].yyy) + (tmpvar_2.xyz * vec3( (1.0 - tmpvar_3.w) )))); mainColor_1.xyz = (vec3(1.0, 1.0, 1.0) - ((vec3(1.0, 1.0, 1.0) - mainColor_1.xyz) * (vec3(1.0, 1.0, 1.0) - texture2D (Texture2, frag_TEXCOORD0).xyz))); vec4 tmpvar_4; tmpvar_4 = clamp (mainColor_1, 0.0, 1.0); vec3 tmpvar_5; tmpvar_5 = mix (tmpvar_4.xyz, texture2D (Texture1, frag_TEXCOORD0).xyz, CB1[4].xxx); vec3 ret_6; ret_6.x = (dot (tmpvar_5, CB1[1].xyz) + CB1[1].w); ret_6.y = (dot (tmpvar_5, CB1[2].xyz) + CB1[2].w); ret_6.z = (dot (tmpvar_5, CB1[3].xyz) + CB1[3].w); vec4 tmpvar_7; tmpvar_7.xyz = ret_6; tmpvar_7.w = tmpvar_4.w; gl_FragData[0] = tmpvar_7; } //$$Texture0=s0 //$$Texture1=s1 //$$Texture2=s2 //$$Texture3=s3 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (Texture0, frag_TEXCOORD0); vec3 ret_2; ret_2.x = (dot (tmpvar_1.xyz, CB1[1].xyz) + CB1[1].w); ret_2.y = (dot (tmpvar_1.xyz, CB1[2].xyz) + CB1[2].w); ret_2.z = (dot (tmpvar_1.xyz, CB1[3].xyz) + CB1[3].w); vec4 tmpvar_3; tmpvar_3.xyz = ret_2; tmpvar_3.w = tmpvar_1.w; gl_FragData[0] = tmpvar_3; } //$$Texture0=s0 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform sampler2D Texture2; uniform sampler2D Texture3; uniform vec4 CB1[6]; void main () { vec4 mainColor_1; vec4 tmpvar_2; tmpvar_2 = texture2D (Texture0, frag_TEXCOORD0); mainColor_1.w = tmpvar_2.w; vec4 tmpvar_3; tmpvar_3 = texture2D (Texture3, frag_TEXCOORD0); mainColor_1.xyz = min (vec3(1.0, 1.0, 1.0), ((tmpvar_3.xyz * CB1[4].yyy) + (tmpvar_2.xyz * vec3( (1.0 - tmpvar_3.w) )))); mainColor_1.xyz = (vec3(1.0, 1.0, 1.0) - ((vec3(1.0, 1.0, 1.0) - mainColor_1.xyz) * (vec3(1.0, 1.0, 1.0) - texture2D (Texture2, frag_TEXCOORD0).xyz))); vec4 tmpvar_4; tmpvar_4 = clamp (mainColor_1, 0.0, 1.0); vec3 ret_5; ret_5.x = (dot (tmpvar_4.xyz, CB1[1].xyz) + CB1[1].w); ret_5.y = (dot (tmpvar_4.xyz, CB1[2].xyz) + CB1[2].w); ret_5.z = (dot (tmpvar_4.xyz, CB1[3].xyz) + CB1[3].w); vec4 tmpvar_6; tmpvar_6.xyz = ret_5; tmpvar_6.w = tmpvar_4.w; gl_FragData[0] = tmpvar_6; } //$$Texture0=s0 //$$Texture2=s2 //$$Texture3=s3 #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { float d_1; d_1 = ((2.0 * texture2D (Texture0, frag_TEXCOORD0).x) - 1.0); float tmpvar_2; tmpvar_2 = (CB1[1].y / (d_1 + CB1[1].x)); float tmpvar_3; tmpvar_3 = clamp ((1.0 - ( (CB1[1].z - tmpvar_2) * CB1[1].w)), 0.0, 1.0); float tmpvar_4; if ((d_1 >= 1.0)) { tmpvar_4 = 1.0; } else { tmpvar_4 = min ((tmpvar_2 / 500.0), 0.998); }; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.x = tmpvar_4; tmpvar_5.y = tmpvar_3; gl_FragData[0] = tmpvar_5; } //$$Texture0=s0 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB2[1]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec4 tmpvar_3; tmpvar_3 = mix (texture2D (DiffuseMap, (frag_TEXCOORD0.xy * CB2[0].xy)), texture2D (DiffuseMap, frag_TEXCOORD0.xy), vec4(clamp (( (clamp ((1.0 - (frag_TEXCOORD3.w * 0.003333333)), 0.0, 1.0) * 2.5) - 1.5), 0.0, 1.0))); albedo_2.xyz = (mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_3.www) * tmpvar_3.xyz); albedo_2.w = frag_COLOR0.w; float tmpvar_4; tmpvar_4 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_5; tmpvar_5 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_4)))), CB0[14], vec4(tmpvar_4)); float tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_6 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_7.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_7.y) * CB0[20].w)) * tmpvar_5.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_6))) + tmpvar_5.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_6)))); tmpvar_1.w = albedo_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$DiffuseMap=s5 #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec4 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; uniform sampler2D NormalDetailMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec2 tmpvar_3; tmpvar_3 = (frag_TEXCOORD0.xy * vec2(4.0, 4.0)); vec4 tmpvar_4; tmpvar_4.xy = dFdx((tmpvar_3 * vec2(0.25, 0.25))); tmpvar_4.zw = dFdy((tmpvar_3 * vec2(0.25, 0.25))); vec4 tmpvar_5; tmpvar_5 = texture2DGradARB (DiffuseMap, ((texture2D (NormalDetailMap, (tmpvar_3 / vec2(128.0, 128.0))).zw * vec2(0.9960938, 0.9960938)) + (fract(tmpvar_3) * vec2(0.25, 0.25))), tmpvar_4.xy, tmpvar_4.zw); albedo_2.xyz = (mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_5.www) * tmpvar_5.xyz); albedo_2.w = frag_COLOR0.w; float tmpvar_6; tmpvar_6 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_7; tmpvar_7 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_6)))), CB0[14], vec4(tmpvar_6)); float tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_8 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_9.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_9.y) * CB0[20].w)) * tmpvar_7.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_8))) + tmpvar_7.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_8)))); tmpvar_1.w = albedo_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$DiffuseMap=s5 //$$NormalDetailMap=s8 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR1; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform sampler3D LightMap; uniform sampler2D ShadowMap; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; vec4 albedo_2; vec4 tmpvar_3; tmpvar_3 = texture2D (DiffuseMap, frag_TEXCOORD0.xy); albedo_2.xyz = (mix (vec3(1.0, 1.0, 1.0), frag_COLOR0.xyz, tmpvar_3.www) * tmpvar_3.xyz); albedo_2.w = frag_COLOR0.w; float tmpvar_4; tmpvar_4 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_5; tmpvar_5 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_4)))), CB0[14], vec4(tmpvar_4)); float tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (ShadowMap, frag_TEXCOORD6.xy); tmpvar_6 = ((1.0 - ( ((float((frag_TEXCOORD6.z >= tmpvar_7.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD6.z - 0.5))) ), 0.0, 1.0)) * tmpvar_7.y) * CB0[20].w)) * tmpvar_5.w); tmpvar_1.xyz = ((( (CB0[8].xyz + (frag_COLOR1.xyz * vec3(tmpvar_6))) + tmpvar_5.xyz) * albedo_2.xyz) + (CB0[9].xyz * vec3((frag_COLOR1.w * tmpvar_6)))); tmpvar_1.w = albedo_2.w; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$LightMap=s1 //$$ShadowMap=s3 //$$DiffuseMap=s5 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR0; varying vec3 frag_TEXCOORD7; uniform vec4 CB0[24]; uniform sampler2D DiffuseHighMap; uniform sampler2D DiffuseLowMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); vec4 tmpvar_4; tmpvar_4 = texture2D (ShadowMap, frag_TEXCOORD7.xy); tmpvar_1.xyz = (((CB0[8].xyz + (frag_COLOR0.xyz * vec3(((1.0 - ( ((float((frag_TEXCOORD7.z >= tmpvar_4.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD7.z - 0.5))) ), 0.0, 1.0)) * tmpvar_4.y) * CB0[20].w)) * tmpvar_3.w))) ) + tmpvar_3.xyz) * mix (texture2D (DiffuseHighMap, frag_TEXCOORD0.xy).xyz, texture2D (DiffuseLowMap, frag_TEXCOORD1.xy).xyz, vec3(clamp (frag_COLOR0.w, 0.0, 1.0)))); tmpvar_1.w = 1.0; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$DiffuseHighMap=s0 //$$DiffuseLowMap=s1 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec3 frag_TEXCOORD7; uniform vec4 CB0[24]; uniform sampler2D DiffuseHighMap; uniform sampler2D DiffuseLowMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (ShadowMap, frag_TEXCOORD7.xy); tmpvar_4 = ((1.0 - ( ((float((frag_TEXCOORD7.z >= tmpvar_5.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD7.z - 0.5))) ), 0.0, 1.0)) * tmpvar_5.y) * CB0[20].w)) * tmpvar_3.w); vec4 tmpvar_6; tmpvar_6 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); vec3 tmpvar_9; tmpvar_9 = normalize((( (tmpvar_7.xxx * frag_TEXCOORD5) + (tmpvar_7.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); tmpvar_1.xyz = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_10, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_10), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_4))) + tmpvar_3.xyz) * mix (texture2D (DiffuseHighMap, frag_TEXCOORD0.xy).xyz, texture2D (DiffuseLowMap, frag_TEXCOORD1.xy).xyz, vec3( clamp (frag_TEXCOORD4.w, 0.0, 1.0) ))) + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * tmpvar_6.x) * tmpvar_4) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), ((tmpvar_6.y * 255.0) + 0.01)) )))); vec2 tmpvar_12; tmpvar_12 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_13; tmpvar_13 = (min (tmpvar_12.x, tmpvar_12.y) / frag_TEXCOORD3.w); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((frag_TEXCOORD3.w * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_13)) + tmpvar_13), 0.0, 1.0))); tmpvar_1.w = 1.0; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD2.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$DiffuseHighMap=s0 //$$DiffuseLowMap=s1 //$$NormalMap=s2 //$$SpecularMap=s3 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec3 frag_TEXCOORD7; uniform vec4 CB0[24]; uniform sampler2D DiffuseHighMap; uniform sampler2D DiffuseLowMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD2.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD2.yzx - (frag_TEXCOORD2.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (ShadowMap, frag_TEXCOORD7.xy); tmpvar_4 = ((1.0 - ( ((float((frag_TEXCOORD7.z >= tmpvar_5.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD7.z - 0.5))) ), 0.0, 1.0)) * tmpvar_5.y) * CB0[20].w)) * tmpvar_3.w); vec4 tmpvar_6; tmpvar_6 = texture2D (SpecularMap, frag_TEXCOORD0.xy); vec2 tmpvar_7; tmpvar_7 = ((texture2D (NormalMap, frag_TEXCOORD0.xy).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_8; tmpvar_8.xy = tmpvar_7; tmpvar_8.z = sqrt(clamp ((1.0 + dot (-(tmpvar_7), tmpvar_7) ), 0.0, 1.0)); vec3 tmpvar_9; tmpvar_9 = normalize((( (tmpvar_7.xxx * frag_TEXCOORD5) + (tmpvar_7.yyy * ((frag_TEXCOORD4.yzx * frag_TEXCOORD5.zxy) - (frag_TEXCOORD4.zxy * frag_TEXCOORD5.yzx))) ) + (tmpvar_8.zzz * frag_TEXCOORD4.xyz))); float tmpvar_10; vec3 tmpvar_11; tmpvar_11 = -(CB0[10].xyz); tmpvar_10 = dot (tmpvar_9, tmpvar_11); vec3 tmpvar_12; tmpvar_12 = (((CB0[8].xyz + (((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)) * vec3(tmpvar_4)) ) + tmpvar_3.xyz) * mix (texture2D (DiffuseHighMap, frag_TEXCOORD0.xy).xyz, texture2D (DiffuseLowMap, frag_TEXCOORD1.xy).xyz, vec3(clamp (frag_TEXCOORD4.w, 0.0, 1.0)))); tmpvar_1.xyz = (tmpvar_12 + (CB0[9].xyz * vec3(( ((float((tmpvar_10 >= 0.0)) * tmpvar_6.x) * tmpvar_4) * pow (clamp (dot (tmpvar_9, normalize( (tmpvar_11 + normalize(frag_TEXCOORD3.xyz)) )), 0.0, 1.0), ((tmpvar_6.y * 255.0) + 0.01)) )))); vec2 tmpvar_13; tmpvar_13 = min (frag_TEXCOORD0.wz, frag_TEXCOORD1.wz); float tmpvar_14; tmpvar_14 = (min (tmpvar_13.x, tmpvar_13.y) / frag_TEXCOORD3.w); tmpvar_1.xyz = (tmpvar_1.xyz * vec3(clamp (( (clamp (((frag_TEXCOORD3.w * CB0[20].x) + CB0[20].y), 0.0, 1.0) * (1.5 - tmpvar_14)) + tmpvar_14), 0.0, 1.0))); tmpvar_1.w = 1.0; float tmpvar_15; tmpvar_15 = clamp (frag_TEXCOORD2.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_15)); vec4 tmpvar_16; tmpvar_16.zw = vec2(0.0, 0.0); tmpvar_16.x = min (((frag_TEXCOORD3.w * CB0[19].x) / 500.0), 0.998); tmpvar_16.y = clamp (((1.0 - tmpvar_15) + (0.3 * dot (tmpvar_12, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_16; } //$$DiffuseHighMap=s0 //$$DiffuseLowMap=s1 //$$NormalMap=s2 //$$SpecularMap=s3 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; attribute vec3 TEXCOORD2; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec4 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec3 frag_TEXCOORD7; uniform vec4 CB0[24]; uniform vec4 CB1[1]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec4 tmpvar_3; vec3 tmpvar_4; tmpvar_4 = ((NORMAL - vec3(127.0, 127.0, 127.0)) / vec3(127.0, 127.0, 127.0)); vec4 tmpvar_5; tmpvar_5 = (TEXCOORD0 / vec4(2048.0, 2048.0, 2048.0, 2048.0)); vec3 tmpvar_6; tmpvar_6 = (POSITION.xyz + CB1[0].xyz); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = tmpvar_6; float tmpvar_8; tmpvar_8 = dot (CB0[3], tmpvar_7); vec4 tmpvar_9; tmpvar_9.x = dot (CB0[0], tmpvar_7); tmpvar_9.y = dot (CB0[1], tmpvar_7); tmpvar_9.z = dot (CB0[2], tmpvar_7); tmpvar_9.w = tmpvar_8; vec4 tmpvar_10; tmpvar_10.xyz = (((tmpvar_6 + (tmpvar_4 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_10.w = ((CB0[12].z - tmpvar_8) * CB0[12].w); vec4 tmpvar_11; tmpvar_11.zw = vec2(0.0, 0.0); tmpvar_11.xy = tmpvar_5.xy; tmpvar_1.xy = tmpvar_11.xy; vec4 tmpvar_12; tmpvar_12.zw = vec2(0.0, 0.0); tmpvar_12.xy = tmpvar_5.zw; tmpvar_2.xy = tmpvar_12.xy; vec4 tmpvar_13; tmpvar_13.xyz = tmpvar_6; tmpvar_13.w = (tmpvar_8 * CB0[19].y); tmpvar_3.w = tmpvar_13.w; vec4 tmpvar_14; tmpvar_14 = ((TEXCOORD1 * CB0[19].zzzz) + vec4((0.5 * tmpvar_13.w))); tmpvar_1.zw = tmpvar_14.xy; tmpvar_2.zw = tmpvar_14.zw; tmpvar_3.xyz = (CB0[7].xyz - tmpvar_6); vec4 tmpvar_15; tmpvar_15.xyz = tmpvar_4; tmpvar_15.w = (tmpvar_8 / 200.0); vec4 tmpvar_16; tmpvar_16.w = 1.0; tmpvar_16.xyz = tmpvar_6; vec3 tmpvar_17; tmpvar_17.x = dot (CB0[21], tmpvar_16); tmpvar_17.y = dot (CB0[22], tmpvar_16); tmpvar_17.z = dot (CB0[23], tmpvar_16); gl_Position = tmpvar_9; frag_TEXCOORD0 = tmpvar_1; frag_TEXCOORD1 = tmpvar_2; frag_TEXCOORD2 = tmpvar_10; frag_TEXCOORD3 = tmpvar_3; frag_TEXCOORD4 = tmpvar_15; frag_TEXCOORD5 = ((TEXCOORD2 - vec3(127.0, 127.0, 127.0)) / vec3(127.0, 127.0, 127.0)); frag_TEXCOORD7 = tmpvar_17; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; attribute vec4 TEXCOORD0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_COLOR0; varying vec3 frag_TEXCOORD7; uniform vec4 CB0[24]; uniform vec4 CB1[1]; void main () { vec3 tmpvar_1; tmpvar_1 = ((NORMAL - vec3(127.0, 127.0, 127.0)) / vec3(127.0, 127.0, 127.0)); vec4 tmpvar_2; tmpvar_2 = (TEXCOORD0 / vec4(2048.0, 2048.0, 2048.0, 2048.0)); vec3 tmpvar_3; tmpvar_3 = (POSITION.xyz + CB1[0].xyz); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_3; float tmpvar_5; tmpvar_5 = dot (CB0[3], tmpvar_4); vec4 tmpvar_6; tmpvar_6.x = dot (CB0[0], tmpvar_4); tmpvar_6.y = dot (CB0[1], tmpvar_4); tmpvar_6.z = dot (CB0[2], tmpvar_4); tmpvar_6.w = tmpvar_5; vec4 tmpvar_7; tmpvar_7.xyz = (((tmpvar_3 + (tmpvar_1 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_7.w = ((CB0[12].z - tmpvar_5) * CB0[12].w); vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = tmpvar_2.xy; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = tmpvar_2.zw; float tmpvar_10; tmpvar_10 = dot (tmpvar_1, -(CB0[10].xyz)); vec4 tmpvar_11; tmpvar_11.xyz = ((vec3(clamp (tmpvar_10, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_10) , 0.0)) * CB0[11].xyz)); tmpvar_11.w = (tmpvar_5 / 200.0); vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = tmpvar_3; vec3 tmpvar_13; tmpvar_13.x = dot (CB0[21], tmpvar_12); tmpvar_13.y = dot (CB0[22], tmpvar_12); tmpvar_13.z = dot (CB0[23], tmpvar_12); gl_Position = tmpvar_6; frag_TEXCOORD0 = tmpvar_8; frag_TEXCOORD1 = tmpvar_9; frag_TEXCOORD2 = tmpvar_7; frag_COLOR0 = tmpvar_11; frag_TEXCOORD7 = tmpvar_13; } #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; uniform sampler2D tex; uniform sampler2D cstrip; uniform sampler2D astrip; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vec4 tmpvar_4; tmpvar_4 = texture2D (cstrip, frag_TEXCOORD1); vcolor_2.xyz = tmpvar_4.xyz; vcolor_2.w = texture2D (astrip, frag_TEXCOORD1).x; result_1.xyz = ((tmpvar_3.xyz + tmpvar_4.xyz) * CB1[0].xyz); result_1.w = (tmpvar_3.w * vcolor_2.w); result_1.xyz = (result_1.xyz * result_1.www); result_1.xyz = (result_1.xyz * clamp (frag_TEXCOORD0.zzz, 0.0, 1.0)); gl_FragData[0] = result_1; } //$$tex=s0 //$$cstrip=s1 //$$astrip=s2 #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec4 frag_TEXCOORD3; uniform sampler2D tex; uniform sampler2D cstrip; uniform sampler2D astrip; uniform sampler2D depthTex; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vec4 tmpvar_4; tmpvar_4 = texture2D (cstrip, frag_TEXCOORD1); vcolor_2.xyz = tmpvar_4.xyz; vcolor_2.w = texture2D (astrip, frag_TEXCOORD1).x; result_1.xyz = ((tmpvar_3.xyz + tmpvar_4.xyz) * CB1[0].xyz); result_1.w = (tmpvar_3.w * vcolor_2.w); result_1.xyz = (result_1.xyz * vec3((result_1.w * clamp ( (frag_TEXCOORD3.w * ((texture2D (depthTex, frag_TEXCOORD3.xy).x * 500.0) - frag_TEXCOORD3.z)) , 0.0, 1.0)))); result_1.xyz = (result_1.xyz * clamp (frag_TEXCOORD0.zzz, 0.0, 1.0)); gl_FragData[0] = result_1; } //$$tex=s0 //$$cstrip=s1 //$$astrip=s2 //$$depthTex=s3 #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; uniform sampler2D tex; uniform sampler2D astrip; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vcolor_2.xyz = vec3(1.0, 0.0, 0.0); vcolor_2.w = texture2D (astrip, frag_TEXCOORD1).x; result_1.xyz = (((tmpvar_3.xyz * CB1[0].xyz) * vcolor_2.www) * tmpvar_3.www); result_1.w = ((CB1[1].y * tmpvar_3.w) * vcolor_2.w); vec4 tmpvar_4; tmpvar_4 = (result_1 * clamp (frag_TEXCOORD0.zzzz, 0.0, 1.0)); result_1 = tmpvar_4; gl_FragData[0] = tmpvar_4; } //$$tex=s0 //$$astrip=s2 #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec4 frag_TEXCOORD3; uniform sampler2D tex; uniform sampler2D astrip; uniform sampler2D depthTex; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vcolor_2.xyz = vec3(1.0, 0.0, 0.0); vcolor_2.w = texture2D (astrip, frag_TEXCOORD1).x; float tmpvar_4; tmpvar_4 = clamp ((frag_TEXCOORD3.w * ( (texture2D (depthTex, frag_TEXCOORD3.xy).x * 500.0) - frag_TEXCOORD3.z)), 0.0, 1.0); result_1.xyz = ((( (tmpvar_3.xyz * CB1[0].xyz) * vcolor_2.www) * tmpvar_3.www) * vec3(tmpvar_4)); result_1.w = (((CB1[1].y * tmpvar_3.w) * vcolor_2.w) * tmpvar_4); vec4 tmpvar_5; tmpvar_5 = (result_1 * clamp (frag_TEXCOORD0.zzzz, 0.0, 1.0)); result_1 = tmpvar_5; gl_FragData[0] = tmpvar_5; } //$$tex=s0 //$$astrip=s2 //$$depthTex=s3 #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; uniform sampler2D tex; uniform sampler2D cstrip; uniform sampler2D astrip; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vec4 tmpvar_4; tmpvar_4 = texture2D (cstrip, frag_TEXCOORD1); vcolor_2.xyz = tmpvar_4.xyz; vcolor_2.w = texture2D (astrip, frag_TEXCOORD1).x; float tmpvar_5; tmpvar_5 = CB1[1].y; if ((tmpvar_3.w < 0.5)) { result_1.xyz = ((tmpvar_4.xyz * CB1[0].xyz) * vec3((2.0 * tmpvar_3.w))); } else { result_1.xyz = mix ((tmpvar_4.xyz * CB1[0].xyz), tmpvar_3.xyz, vec3(((2.0 * tmpvar_3.w) - 1.0))); }; result_1.xyz = (result_1.xyz * vcolor_2.www); result_1.w = ((tmpvar_5 * tmpvar_3.w) * vcolor_2.w); vec4 tmpvar_6; tmpvar_6 = (result_1 * clamp (frag_TEXCOORD0.zzzz, 0.0, 1.0)); result_1 = tmpvar_6; gl_FragData[0] = tmpvar_6; } //$$tex=s0 //$$cstrip=s1 //$$astrip=s2 #version 110 varying vec3 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; uniform sampler2D tex; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 tmpvar_2; tmpvar_2 = texture2D (tex, frag_TEXCOORD0.xy); result_1.xyz = ((tmpvar_2.xyz * frag_TEXCOORD1.xyz) * (frag_TEXCOORD1.www * tmpvar_2.www)); result_1.w = ((CB1[1].y * tmpvar_2.w) * frag_TEXCOORD1.w); vec4 tmpvar_3; tmpvar_3 = (result_1 * clamp (frag_TEXCOORD0.zzzz, 0.0, 1.0)); result_1 = tmpvar_3; gl_FragData[0] = tmpvar_3; } //$$tex=s0 #version 110 varying vec3 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD3; uniform sampler2D tex; uniform sampler2D depthTex; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 tmpvar_2; tmpvar_2 = texture2D (tex, frag_TEXCOORD0.xy); float tmpvar_3; tmpvar_3 = clamp ((frag_TEXCOORD3.w * ( (texture2D (depthTex, frag_TEXCOORD3.xy).x * 500.0) - frag_TEXCOORD3.z)), 0.0, 1.0); result_1.xyz = ((tmpvar_2.xyz * frag_TEXCOORD1.xyz) * ((frag_TEXCOORD1.www * tmpvar_2.www) * vec3(tmpvar_3))); result_1.w = (((CB1[1].y * tmpvar_2.w) * frag_TEXCOORD1.w) * tmpvar_3); vec4 tmpvar_4; tmpvar_4 = (result_1 * clamp (frag_TEXCOORD0.zzzz, 0.0, 1.0)); result_1 = tmpvar_4; gl_FragData[0] = tmpvar_4; } //$$tex=s0 //$$depthTex=s3 #version 110 attribute vec4 POSITION; attribute vec4 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 TEXCOORD3; varying vec3 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[2]; void main () { vec4 scaleRotLifeFlt_1; vec4 pos_2; vec4 tmpvar_3; vec3 tmpvar_4; vec2 tmpvar_5; tmpvar_5 = ((TEXCOORD1 * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec4 tmpvar_6; tmpvar_6 = (TEXCOORD0 * vec4(0.00390625, 0.00390625, 0.0001917535, 3.051851e-05)); scaleRotLifeFlt_1.zw = tmpvar_6.zw; scaleRotLifeFlt_1.xy = (tmpvar_6.xy + vec2(127.0, 127.0)); vec4 r_7; float tmpvar_8; tmpvar_8 = cos(tmpvar_6.z); float tmpvar_9; tmpvar_9 = sin(tmpvar_6.z); r_7.x = (tmpvar_8 * scaleRotLifeFlt_1.x); r_7.y = (-(tmpvar_9) * scaleRotLifeFlt_1.x); r_7.z = (tmpvar_9 * scaleRotLifeFlt_1.y); r_7.w = (tmpvar_8 * scaleRotLifeFlt_1.y); pos_2 = (POSITION + (CB0[4] * vec4(dot (tmpvar_5, r_7.xy)))); pos_2 = (pos_2 + (CB0[5] * vec4(dot (tmpvar_5, r_7.zw)))); vec4 tmpvar_10; tmpvar_10 = (pos_2 + (CB0[6] * CB1[1].xxxx)); float tmpvar_11; tmpvar_11 = dot (CB0[3], pos_2); vec4 tmpvar_12; tmpvar_12.x = dot (CB0[0], pos_2); tmpvar_12.y = dot (CB0[1], pos_2); tmpvar_12.z = dot (CB0[2], pos_2); tmpvar_12.w = tmpvar_11; tmpvar_3.xyw = tmpvar_12.xyw; tmpvar_4.x = TEXCOORD1.x; tmpvar_4.y = (1.0 - TEXCOORD1.y); tmpvar_4.z = ((CB0[12].z - tmpvar_11) * CB0[12].w); tmpvar_3.z = ((dot (CB0[2], tmpvar_10) * tmpvar_11) / dot (CB0[3], tmpvar_10)); gl_Position = tmpvar_3; frag_TEXCOORD0 = tmpvar_4; frag_TEXCOORD1 = (TEXCOORD3 * vec4(0.003921569, 0.003921569, 0.003921569, 0.003921569)); } #version 110 attribute vec4 POSITION; attribute vec4 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec4 TEXCOORD3; varying vec3 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD3; uniform vec4 CB0[24]; uniform vec4 CB1[2]; void main () { vec4 scaleRotLifeFlt_1; vec4 pos_2; vec4 tmpvar_3; vec3 tmpvar_4; vec4 tmpvar_5; vec2 tmpvar_6; tmpvar_6 = ((TEXCOORD1 * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec4 tmpvar_7; tmpvar_7 = (TEXCOORD0 * vec4(0.00390625, 0.00390625, 0.0001917535, 3.051851e-05)); scaleRotLifeFlt_1.zw = tmpvar_7.zw; scaleRotLifeFlt_1.xy = (tmpvar_7.xy + vec2(127.0, 127.0)); vec4 r_8; float tmpvar_9; tmpvar_9 = cos(tmpvar_7.z); float tmpvar_10; tmpvar_10 = sin(tmpvar_7.z); r_8.x = (tmpvar_9 * scaleRotLifeFlt_1.x); r_8.y = (-(tmpvar_10) * scaleRotLifeFlt_1.x); r_8.z = (tmpvar_10 * scaleRotLifeFlt_1.y); r_8.w = (tmpvar_9 * scaleRotLifeFlt_1.y); pos_2 = (POSITION + (CB0[4] * vec4(dot (tmpvar_6, r_8.xy)))); pos_2 = (pos_2 + (CB0[5] * vec4(dot (tmpvar_6, r_8.zw)))); vec4 tmpvar_11; tmpvar_11 = (pos_2 + (CB0[6] * CB1[1].xxxx)); float tmpvar_12; tmpvar_12 = dot (CB0[3], pos_2); vec4 tmpvar_13; tmpvar_13.x = dot (CB0[0], pos_2); tmpvar_13.y = dot (CB0[1], pos_2); tmpvar_13.z = dot (CB0[2], pos_2); tmpvar_13.w = tmpvar_12; tmpvar_3.xyw = tmpvar_13.xyw; tmpvar_4.x = TEXCOORD1.x; tmpvar_4.y = (1.0 - TEXCOORD1.y); tmpvar_4.z = ((CB0[12].z - tmpvar_12) * CB0[12].w); tmpvar_3.z = ((dot (CB0[2], tmpvar_11) * tmpvar_12) / dot (CB0[3], tmpvar_11)); vec3 screen_14; screen_14.xy = (tmpvar_13.xy / vec2(tmpvar_12)); screen_14.xy = ((vec2(0.5, 0.5) * screen_14.xy) + vec2(0.5, 0.5)); screen_14.z = min ((tmpvar_12 - CB1[1].x), 495.0); tmpvar_5.xyz = screen_14; tmpvar_5.w = (1.0/(scaleRotLifeFlt_1.x)); gl_Position = tmpvar_3; frag_TEXCOORD0 = tmpvar_4; frag_TEXCOORD1 = (TEXCOORD3 * vec4(0.003921569, 0.003921569, 0.003921569, 0.003921569)); frag_TEXCOORD3 = tmpvar_5; } #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform sampler2D tex; uniform sampler2D cstrip; uniform sampler2D astrip; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vec4 tmpvar_4; tmpvar_4 = (texture2D (cstrip, frag_TEXCOORD1) * CB1[0]); vcolor_2.xyz = tmpvar_4.xyz; vcolor_2.w = (texture2D (astrip, frag_TEXCOORD1).x * CB1[0].w); result_1.xyz = (tmpvar_3.xyz * tmpvar_4.xyz); result_1.w = (tmpvar_3.w * vcolor_2.w); result_1.xyz = mix (CB0[13].xyz, result_1.xyz, clamp (frag_TEXCOORD0.zzz, 0.0, 1.0)); gl_FragData[0] = result_1; } //$$tex=s0 //$$cstrip=s1 //$$astrip=s2 #version 110 varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec4 frag_TEXCOORD3; uniform vec4 CB0[24]; uniform sampler2D tex; uniform sampler2D cstrip; uniform sampler2D astrip; uniform sampler2D depthTex; uniform vec4 CB1[2]; void main () { vec4 result_1; vec4 vcolor_2; vec4 tmpvar_3; tmpvar_3 = texture2D (tex, frag_TEXCOORD0.xy); vec4 tmpvar_4; tmpvar_4 = (texture2D (cstrip, frag_TEXCOORD1) * CB1[0]); vcolor_2.xyz = tmpvar_4.xyz; vcolor_2.w = (texture2D (astrip, frag_TEXCOORD1).x * CB1[0].w); result_1.xyz = (tmpvar_3.xyz * tmpvar_4.xyz); result_1.w = ((tmpvar_3.w * vcolor_2.w) * clamp ((frag_TEXCOORD3.w * ((texture2D (depthTex, frag_TEXCOORD3.xy).x * 500.0) - frag_TEXCOORD3.z) ), 0.0, 1.0)); result_1.xyz = mix (CB0[13].xyz, result_1.xyz, clamp (frag_TEXCOORD0.zzz, 0.0, 1.0)); gl_FragData[0] = result_1; } //$$tex=s0 //$$cstrip=s1 //$$astrip=s2 //$$depthTex=s3 #version 110 attribute vec4 POSITION; attribute vec4 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec2 TEXCOORD2; varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[2]; void main () { vec4 scaleRotLifeFlt_1; vec4 pos_2; vec4 tmpvar_3; vec3 tmpvar_4; vec2 tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = POSITION.xyz; vec2 tmpvar_7; tmpvar_7 = ((TEXCOORD1 * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec4 tmpvar_8; tmpvar_8 = (TEXCOORD0 * vec4(0.00390625, 0.00390625, 0.0001917535, 3.051851e-05)); scaleRotLifeFlt_1.zw = tmpvar_8.zw; scaleRotLifeFlt_1.xy = (tmpvar_8.xy + vec2(127.0, 127.0)); vec4 r_9; float tmpvar_10; tmpvar_10 = cos(tmpvar_8.z); float tmpvar_11; tmpvar_11 = sin(tmpvar_8.z); r_9.x = (tmpvar_10 * scaleRotLifeFlt_1.x); r_9.y = (-(tmpvar_11) * scaleRotLifeFlt_1.x); r_9.z = (tmpvar_11 * scaleRotLifeFlt_1.y); r_9.w = (tmpvar_10 * scaleRotLifeFlt_1.y); pos_2 = (tmpvar_6 + (CB0[4] * vec4(dot (tmpvar_7, r_9.xy)))); pos_2 = (pos_2 + (CB0[5] * vec4(dot (tmpvar_7, r_9.zw)))); vec4 tmpvar_12; tmpvar_12 = (pos_2 + (CB0[6] * CB1[1].xxxx)); float tmpvar_13; tmpvar_13 = dot (CB0[3], pos_2); vec4 tmpvar_14; tmpvar_14.x = dot (CB0[0], pos_2); tmpvar_14.y = dot (CB0[1], pos_2); tmpvar_14.z = dot (CB0[2], pos_2); tmpvar_14.w = tmpvar_13; tmpvar_3.xyw = tmpvar_14.xyw; tmpvar_4.x = TEXCOORD1.x; tmpvar_4.y = (1.0 - TEXCOORD1.y); tmpvar_4.z = ((CB0[12].z - tmpvar_13) * CB0[12].w); tmpvar_5.x = (1.0 - min (max (tmpvar_8.w, 0.0), 1.0)); tmpvar_5.y = (TEXCOORD2.x * 3.051851e-05); tmpvar_3.z = ((dot (CB0[2], tmpvar_12) * tmpvar_13) / dot (CB0[3], tmpvar_12)); gl_Position = tmpvar_3; frag_TEXCOORD0 = tmpvar_4; frag_TEXCOORD1 = tmpvar_5; } #version 110 attribute vec4 POSITION; attribute vec4 TEXCOORD0; attribute vec2 TEXCOORD1; attribute vec2 TEXCOORD2; varying vec3 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec4 frag_TEXCOORD3; uniform vec4 CB0[24]; uniform vec4 CB1[2]; void main () { vec4 scaleRotLifeFlt_1; vec4 pos_2; vec4 tmpvar_3; vec3 tmpvar_4; vec2 tmpvar_5; vec4 tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = POSITION.xyz; vec2 tmpvar_8; tmpvar_8 = ((TEXCOORD1 * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec4 tmpvar_9; tmpvar_9 = (TEXCOORD0 * vec4(0.00390625, 0.00390625, 0.0001917535, 3.051851e-05)); scaleRotLifeFlt_1.zw = tmpvar_9.zw; scaleRotLifeFlt_1.xy = (tmpvar_9.xy + vec2(127.0, 127.0)); vec4 r_10; float tmpvar_11; tmpvar_11 = cos(tmpvar_9.z); float tmpvar_12; tmpvar_12 = sin(tmpvar_9.z); r_10.x = (tmpvar_11 * scaleRotLifeFlt_1.x); r_10.y = (-(tmpvar_12) * scaleRotLifeFlt_1.x); r_10.z = (tmpvar_12 * scaleRotLifeFlt_1.y); r_10.w = (tmpvar_11 * scaleRotLifeFlt_1.y); pos_2 = (tmpvar_7 + (CB0[4] * vec4(dot (tmpvar_8, r_10.xy)))); pos_2 = (pos_2 + (CB0[5] * vec4(dot (tmpvar_8, r_10.zw)))); vec4 tmpvar_13; tmpvar_13 = (pos_2 + (CB0[6] * CB1[1].xxxx)); float tmpvar_14; tmpvar_14 = dot (CB0[3], pos_2); vec4 tmpvar_15; tmpvar_15.x = dot (CB0[0], pos_2); tmpvar_15.y = dot (CB0[1], pos_2); tmpvar_15.z = dot (CB0[2], pos_2); tmpvar_15.w = tmpvar_14; tmpvar_3.xyw = tmpvar_15.xyw; tmpvar_4.x = TEXCOORD1.x; tmpvar_4.y = (1.0 - TEXCOORD1.y); tmpvar_4.z = ((CB0[12].z - tmpvar_14) * CB0[12].w); tmpvar_5.x = (1.0 - min (max (tmpvar_9.w, 0.0), 1.0)); tmpvar_5.y = (TEXCOORD2.x * 3.051851e-05); tmpvar_3.z = ((dot (CB0[2], tmpvar_13) * tmpvar_14) / dot (CB0[3], tmpvar_13)); vec3 screen_16; screen_16.xy = (tmpvar_15.xy / vec2(tmpvar_14)); screen_16.xy = ((vec2(0.5, 0.5) * screen_16.xy) + vec2(0.5, 0.5)); screen_16.z = min ((tmpvar_14 - CB1[1].x), 495.0); tmpvar_6.xyz = screen_16; tmpvar_6.w = (1.0/(scaleRotLifeFlt_1.x)); gl_Position = tmpvar_3; frag_TEXCOORD0 = tmpvar_4; frag_TEXCOORD1 = tmpvar_5; frag_TEXCOORD3 = tmpvar_6; } #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; void main () { gl_FragData[0] = texture2D (Texture0, frag_TEXCOORD0); } //$$Texture0=s0 #version 110 attribute vec4 POSITION; varying vec2 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; void main () { gl_Position = POSITION; frag_TEXCOORD0 = ((POSITION.xy * vec2(0.5, 0.5)) + vec2(0.5, 0.5)); frag_TEXCOORD1 = POSITION; } #version 110 attribute vec4 POSITION; varying vec2 frag_TEXCOORD0; void main () { gl_Position = POSITION; frag_TEXCOORD0 = ((POSITION.xy * vec2(0.5, 0.5)) + vec2(0.5, 0.5)); } #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (DiffuseMap, frag_TEXCOORD0); vec4 tmpvar_2; tmpvar_2 = texture2D (DiffuseMap, (frag_TEXCOORD0 + vec2(0.0, 0.1111111))); vec4 tmpvar_3; if ((tmpvar_1.w < 0.5)) { vec4 tmpvar_4; tmpvar_4.xyz = vec3(0.0, 0.0, 0.0); tmpvar_4.w = tmpvar_2.w; tmpvar_3 = tmpvar_4; } else { tmpvar_3 = (tmpvar_1 * frag_COLOR0); }; gl_FragData[0] = tmpvar_3; } //$$DiffuseMap=s0 #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec4 COLOR0; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; uniform vec4 CB0[24]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = dot (CB0[1], POSITION); vec4 tmpvar_3; tmpvar_3.x = dot (CB0[0], POSITION); tmpvar_3.y = tmpvar_2; tmpvar_3.z = dot (CB0[2], POSITION); tmpvar_3.w = dot (CB0[3], POSITION); tmpvar_1.xzw = tmpvar_3.xzw; tmpvar_1.y = -(tmpvar_2); gl_Position = tmpvar_1; frag_TEXCOORD0 = (TEXCOORD0 / vec2(1024.0, 9.0)); frag_COLOR0 = COLOR0; } #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; uniform sampler2D Texture0; uniform vec4 CB1[6]; void main () { vec3 sum_1; vec2 deltaTexCoord_2; vec2 texCoord_3; texCoord_3 = frag_TEXCOORD0; vec2 tmpvar_4; tmpvar_4 = CB1[1].xy; vec2 tmpvar_5; tmpvar_5 = ((frag_TEXCOORD1.xy - tmpvar_4) * vec2(0.5, 0.5)); deltaTexCoord_2 = tmpvar_5; vec2 t_6; vec2 tmpvar_7; tmpvar_7 = (tmpvar_4 - frag_TEXCOORD1.xy); vec2 tmpvar_8; tmpvar_8 = ((sign(tmpvar_7) - frag_TEXCOORD1.xy) / tmpvar_7); t_6 = tmpvar_8; float tmpvar_9; if ((tmpvar_8.x < 0.0)) { tmpvar_9 = 1.0; } else { tmpvar_9 = tmpvar_8.x; }; t_6.x = tmpvar_9; float tmpvar_10; if ((tmpvar_8.y < 0.0)) { tmpvar_10 = 1.0; } else { tmpvar_10 = t_6.y; }; t_6.y = tmpvar_10; deltaTexCoord_2 = (tmpvar_5 * vec2(min (min (tmpvar_9, tmpvar_10), 1.0))); deltaTexCoord_2 = (deltaTexCoord_2 * vec2(0.04166667, 0.04166667)); texCoord_3 = (frag_TEXCOORD0 - deltaTexCoord_2); sum_1 = texture2D (Texture0, texCoord_3).xyz; texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); texCoord_3 = (texCoord_3 - deltaTexCoord_2); sum_1 = (sum_1 + texture2D (Texture0, texCoord_3).xyz); vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = (sum_1 / vec3(12.0, 12.0, 12.0)); gl_FragData[0] = tmpvar_11; } //$$Texture0=s0 #version 110 varying vec2 frag_TEXCOORD0; uniform vec4 CB1[6]; uniform sampler2D map; void main () { vec2 tmpvar_1; tmpvar_1.y = 0.0; tmpvar_1.x = CB1[0].z; float weight_2; float result_3; float depthTolerance_4; vec4 tmpvar_5; tmpvar_5 = texture2D (map, frag_TEXCOORD0); depthTolerance_4 = clamp ((0.064 * tmpvar_5.y), 8.000001e-05, 0.008); vec4 tmpvar_6; tmpvar_6 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(-3.0, -3.0)))); float tmpvar_7; tmpvar_7 = (0.1353353 * float(( abs((tmpvar_6.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (tmpvar_6.x * tmpvar_7); vec4 tmpvar_8; tmpvar_8 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(-2.0, -2.0)))); float tmpvar_9; tmpvar_9 = (0.4111123 * float(( abs((tmpvar_8.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_8.x * tmpvar_9)); weight_2 = (tmpvar_7 + tmpvar_9); vec4 tmpvar_10; tmpvar_10 = texture2D (map, (frag_TEXCOORD0 - tmpvar_1)); float tmpvar_11; tmpvar_11 = (0.8007374 * float(( abs((tmpvar_10.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_10.x * tmpvar_11)); weight_2 = (weight_2 + tmpvar_11); float tmpvar_12; tmpvar_12 = float((abs( (tmpvar_5.y - tmpvar_5.y) ) < depthTolerance_4)); result_3 = (result_3 + (tmpvar_5.x * tmpvar_12)); weight_2 = (weight_2 + tmpvar_12); vec4 tmpvar_13; tmpvar_13 = texture2D (map, (frag_TEXCOORD0 + tmpvar_1)); float tmpvar_14; tmpvar_14 = (0.8007374 * float(( abs((tmpvar_13.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_13.x * tmpvar_14)); weight_2 = (weight_2 + tmpvar_14); vec4 tmpvar_15; tmpvar_15 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(2.0, 2.0)))); float tmpvar_16; tmpvar_16 = (0.4111123 * float(( abs((tmpvar_15.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_15.x * tmpvar_16)); weight_2 = (weight_2 + tmpvar_16); vec4 tmpvar_17; tmpvar_17 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(3.0, 3.0)))); float tmpvar_18; tmpvar_18 = (0.1353353 * float(( abs((tmpvar_17.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_17.x * tmpvar_18)); weight_2 = (weight_2 + tmpvar_18); vec2 tmpvar_19; tmpvar_19.x = (result_3 / weight_2); tmpvar_19.y = tmpvar_5.y; vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 1.0); tmpvar_20.xy = tmpvar_19; gl_FragData[0] = tmpvar_20; } //$$map=s2 #version 110 varying vec2 frag_TEXCOORD0; uniform vec4 CB1[6]; uniform sampler2D map; void main () { vec2 tmpvar_1; tmpvar_1.x = 0.0; tmpvar_1.y = CB1[0].w; float weight_2; float result_3; float depthTolerance_4; vec4 tmpvar_5; tmpvar_5 = texture2D (map, frag_TEXCOORD0); depthTolerance_4 = clamp ((0.064 * tmpvar_5.y), 8.000001e-05, 0.008); vec4 tmpvar_6; tmpvar_6 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(-3.0, -3.0)))); float tmpvar_7; tmpvar_7 = (0.1353353 * float(( abs((tmpvar_6.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (tmpvar_6.x * tmpvar_7); vec4 tmpvar_8; tmpvar_8 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(-2.0, -2.0)))); float tmpvar_9; tmpvar_9 = (0.4111123 * float(( abs((tmpvar_8.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_8.x * tmpvar_9)); weight_2 = (tmpvar_7 + tmpvar_9); vec4 tmpvar_10; tmpvar_10 = texture2D (map, (frag_TEXCOORD0 - tmpvar_1)); float tmpvar_11; tmpvar_11 = (0.8007374 * float(( abs((tmpvar_10.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_10.x * tmpvar_11)); weight_2 = (weight_2 + tmpvar_11); float tmpvar_12; tmpvar_12 = float((abs( (tmpvar_5.y - tmpvar_5.y) ) < depthTolerance_4)); result_3 = (result_3 + (tmpvar_5.x * tmpvar_12)); weight_2 = (weight_2 + tmpvar_12); vec4 tmpvar_13; tmpvar_13 = texture2D (map, (frag_TEXCOORD0 + tmpvar_1)); float tmpvar_14; tmpvar_14 = (0.8007374 * float(( abs((tmpvar_13.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_13.x * tmpvar_14)); weight_2 = (weight_2 + tmpvar_14); vec4 tmpvar_15; tmpvar_15 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(2.0, 2.0)))); float tmpvar_16; tmpvar_16 = (0.4111123 * float(( abs((tmpvar_15.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_15.x * tmpvar_16)); weight_2 = (weight_2 + tmpvar_16); vec4 tmpvar_17; tmpvar_17 = texture2D (map, (frag_TEXCOORD0 + (tmpvar_1 * vec2(3.0, 3.0)))); float tmpvar_18; tmpvar_18 = (0.1353353 * float(( abs((tmpvar_17.y - tmpvar_5.y)) < depthTolerance_4))); result_3 = (result_3 + (tmpvar_17.x * tmpvar_18)); weight_2 = (weight_2 + tmpvar_18); vec2 tmpvar_19; tmpvar_19.x = (result_3 / weight_2); tmpvar_19.y = tmpvar_5.y; vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 1.0); tmpvar_20.xy = tmpvar_19; gl_FragData[0] = tmpvar_20; } //$$map=s2 #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; uniform sampler2D map; uniform sampler2D geomMap; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (geomMap, frag_TEXCOORD0); vec4 tmpvar_2; tmpvar_2 = texture2D (map, frag_TEXCOORD0); vec4 tmpvar_3; tmpvar_3 = texture2D (map, frag_TEXCOORD1.xy); vec4 tmpvar_4; tmpvar_4 = texture2D (map, frag_TEXCOORD1.zw); vec4 tmpvar_5; tmpvar_5 = texture2D (map, frag_TEXCOORD2.xy); vec4 tmpvar_6; tmpvar_6 = texture2D (map, frag_TEXCOORD2.zw); float tmpvar_7; tmpvar_7 = tmpvar_2.x; vec4 tmpvar_8; tmpvar_8.x = tmpvar_3.x; tmpvar_8.y = tmpvar_4.x; tmpvar_8.z = tmpvar_5.x; tmpvar_8.w = tmpvar_6.x; vec4 tmpvar_9; tmpvar_9.x = tmpvar_3.y; tmpvar_9.y = tmpvar_4.y; tmpvar_9.z = tmpvar_5.y; tmpvar_9.w = tmpvar_6.y; vec4 tmpvar_10; tmpvar_10 = vec4(lessThan (abs( (tmpvar_9 - tmpvar_1.xxxx) ), vec4(0.0008, 0.0008, 0.0008, 0.0008))); float tmpvar_11; tmpvar_11 = dot (tmpvar_10, vec4(1.0, 1.0, 1.0, 1.0)); float tmpvar_12; tmpvar_12 = (dot (tmpvar_8, tmpvar_10) / tmpvar_11); float tmpvar_13; tmpvar_13 = abs((tmpvar_2.y - tmpvar_1.x)); float tmpvar_14; if (((tmpvar_13 * tmpvar_11) > 4e-05)) { tmpvar_14 = tmpvar_12; } else { tmpvar_14 = tmpvar_7; }; float tmpvar_15; tmpvar_15 = (((1.0 - tmpvar_1.y) * tmpvar_14) + tmpvar_1.y); vec4 tmpvar_16; tmpvar_16.w = 1.0; tmpvar_16.x = tmpvar_15; tmpvar_16.y = tmpvar_15; tmpvar_16.z = tmpvar_15; gl_FragData[0] = tmpvar_16; } //$$map=s2 //$$geomMap=s3 #version 110 attribute vec4 POSITION; varying vec2 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec2 tmpvar_3; tmpvar_3 = ((POSITION.xy * vec2(0.5, 0.5)) + vec2(0.5, 0.5)); vec2 tmpvar_4; tmpvar_4 = (CB1[0].zw * vec2(2.0, 2.0)); vec2 tmpvar_5; tmpvar_5.y = 0.0; tmpvar_5.x = tmpvar_4.x; tmpvar_1.xy = (tmpvar_3 + tmpvar_5); vec2 tmpvar_6; tmpvar_6.y = 0.0; tmpvar_6.x = tmpvar_4.x; tmpvar_1.zw = (tmpvar_3 - tmpvar_6); vec2 tmpvar_7; tmpvar_7.x = 0.0; tmpvar_7.y = tmpvar_4.y; tmpvar_2.xy = (tmpvar_3 + tmpvar_7); vec2 tmpvar_8; tmpvar_8.x = 0.0; tmpvar_8.y = tmpvar_4.y; tmpvar_2.zw = (tmpvar_3 - tmpvar_8); gl_Position = POSITION; frag_TEXCOORD0 = tmpvar_3; frag_TEXCOORD1 = tmpvar_1; frag_TEXCOORD2 = tmpvar_2; } #version 110 varying vec2 frag_TEXCOORD0; uniform vec4 CB1[6]; uniform sampler2D geomMap; void main () { gl_FragData[0] = vec4(min (min (texture2D (geomMap, (frag_TEXCOORD0 + (CB1[0].zw * vec2(-0.25, -0.25)) )).x, texture2D (geomMap, (frag_TEXCOORD0 + (CB1[0].zw * vec2(0.25, 0.25)) )).x), min (texture2D (geomMap, (frag_TEXCOORD0 + (CB1[0].zw * vec2(0.25, -0.25)) )).x, texture2D (geomMap, (frag_TEXCOORD0 + (CB1[0].zw * vec2(-0.25, 0.25)) )).x))); } //$$geomMap=s3 #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec2 frag_TEXCOORD0; uniform vec4 CB1[6]; uniform sampler2D depthBuffer; uniform sampler2D randMap; void main () { float weight_1; float result_2; float lod_3; vec4 tmpvar_4; tmpvar_4 = texture2DLod (depthBuffer, frag_TEXCOORD0, 0.0); float tmpvar_5; tmpvar_5 = tmpvar_4.x; vec4 tmpvar_6; tmpvar_6 = ((texture2D (randMap, fract( ((frag_TEXCOORD0 * CB1[0].xy) / vec2(4.0, 4.0)) )) * vec4(2.0, 2.0, 2.0, 2.0)) - vec4(1.0, 1.0, 1.0, 1.0)); vec2 tmpvar_7; tmpvar_7.x = -(tmpvar_6.x); tmpvar_7.y = tmpvar_6.y; vec2 tmpvar_8; tmpvar_8 = clamp ((vec2((0.004 / tmpvar_4.x)) * CB1[1].xy), (vec2(10.0, 10.0) * CB1[0].zw), (vec2(100.0, 100.0) * CB1[0].zw)); vec2 x_9; x_9 = (tmpvar_8 * CB1[0].xy); lod_3 = (log2((0.1 * sqrt(dot (x_9, x_9)) )) - 2.0); vec2 offsetDepth_10; vec2 tmpvar_11; tmpvar_11.x = dot (tmpvar_6.yx, vec2(0.1, 0.0)); tmpvar_11.y = dot (tmpvar_7, vec2(0.1, 0.0)); vec2 tmpvar_12; tmpvar_12 = (tmpvar_11 * tmpvar_8); vec4 tmpvar_13; tmpvar_13.z = 0.0; tmpvar_13.xy = (frag_TEXCOORD0 + tmpvar_12); tmpvar_13.w = lod_3; offsetDepth_10.x = texture2DLod (depthBuffer, tmpvar_13.xy, lod_3).x; vec4 tmpvar_14; tmpvar_14.z = 0.0; tmpvar_14.xy = (frag_TEXCOORD0 - tmpvar_12); tmpvar_14.w = lod_3; offsetDepth_10.y = texture2DLod (depthBuffer, tmpvar_14.xy, lod_3).x; vec2 tmpvar_15; tmpvar_15 = (((offsetDepth_10 - tmpvar_4.xx) * vec2(125.6297, 125.6297)) + vec2(0.5, 0.5)); float tmpvar_16; tmpvar_16 = clamp ((min (tmpvar_15.x, tmpvar_15.y) + 0.75), 0.0, 1.0); result_2 = (1.0 + (( clamp ((tmpvar_15.x + 0.01), 0.0, 1.0) + clamp ((tmpvar_15.y + 0.01), 0.0, 1.0) ) * tmpvar_16)); weight_1 = (2.0 + (2.0 * tmpvar_16)); vec2 offsetDepth_17; vec2 tmpvar_18; tmpvar_18.x = dot (tmpvar_6.yx, vec2(0.1414213, 0.1414214)); tmpvar_18.y = dot (tmpvar_7, vec2(0.1414213, 0.1414214)); vec2 tmpvar_19; tmpvar_19 = (tmpvar_18 * tmpvar_8); vec4 tmpvar_20; tmpvar_20.z = 0.0; tmpvar_20.xy = (frag_TEXCOORD0 + tmpvar_19); tmpvar_20.w = lod_3; offsetDepth_17.x = texture2DLod (depthBuffer, tmpvar_20.xy, lod_3).x; vec4 tmpvar_21; tmpvar_21.z = 0.0; tmpvar_21.xy = (frag_TEXCOORD0 - tmpvar_19); tmpvar_21.w = lod_3; offsetDepth_17.y = texture2DLod (depthBuffer, tmpvar_21.xy, lod_3).x; vec2 tmpvar_22; tmpvar_22 = (((offsetDepth_17 - tmpvar_4.xx) * vec2(127.5776, 127.5776)) + vec2(0.5, 0.5)); float tmpvar_23; tmpvar_23 = clamp ((min (tmpvar_22.x, tmpvar_22.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_22.x + 0.02), 0.0, 1.0) + clamp ((tmpvar_22.y + 0.02), 0.0, 1.0) ) * tmpvar_23)); weight_1 = (weight_1 + (2.0 * tmpvar_23)); vec2 offsetDepth_24; vec2 tmpvar_25; tmpvar_25.x = dot (tmpvar_6.yx, vec2(-4.887621e-08, 0.3)); tmpvar_25.y = dot (tmpvar_7, vec2(-4.887621e-08, 0.3)); vec2 tmpvar_26; tmpvar_26 = (tmpvar_25 * tmpvar_8); vec4 tmpvar_27; tmpvar_27.z = 0.0; tmpvar_27.xy = (frag_TEXCOORD0 + tmpvar_26); tmpvar_27.w = lod_3; offsetDepth_24.x = texture2DLod (depthBuffer, tmpvar_27.xy, lod_3).x; vec4 tmpvar_28; tmpvar_28.z = 0.0; tmpvar_28.xy = (frag_TEXCOORD0 - tmpvar_26); tmpvar_28.w = lod_3; offsetDepth_24.y = texture2DLod (depthBuffer, tmpvar_28.xy, lod_3).x; vec2 tmpvar_29; tmpvar_29 = (((offsetDepth_24 - tmpvar_4.xx) * vec2(131.0356, 131.0356)) + vec2(0.5, 0.5)); float tmpvar_30; tmpvar_30 = clamp ((min (tmpvar_29.x, tmpvar_29.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_29.x + 0.03), 0.0, 1.0) + clamp ((tmpvar_29.y + 0.03), 0.0, 1.0) ) * tmpvar_30)); weight_1 = (weight_1 + (2.0 * tmpvar_30)); vec2 offsetDepth_31; vec2 tmpvar_32; tmpvar_32.x = dot (tmpvar_6.yx, vec2(-0.2828428, 0.2828426)); tmpvar_32.y = dot (tmpvar_7, vec2(-0.2828428, 0.2828426)); vec2 tmpvar_33; tmpvar_33 = (tmpvar_32 * tmpvar_8); vec4 tmpvar_34; tmpvar_34.z = 0.0; tmpvar_34.xy = (frag_TEXCOORD0 + tmpvar_33); tmpvar_34.w = lod_3; offsetDepth_31.x = texture2DLod (depthBuffer, tmpvar_34.xy, lod_3).x; vec4 tmpvar_35; tmpvar_35.z = 0.0; tmpvar_35.xy = (frag_TEXCOORD0 - tmpvar_33); tmpvar_35.w = lod_3; offsetDepth_31.y = texture2DLod (depthBuffer, tmpvar_35.xy, lod_3).x; vec2 tmpvar_36; tmpvar_36 = (((offsetDepth_31 - tmpvar_4.xx) * vec2(136.3862, 136.3862)) + vec2(0.5, 0.5)); float tmpvar_37; tmpvar_37 = clamp ((min (tmpvar_36.x, tmpvar_36.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_36.x + 0.04), 0.0, 1.0) + clamp ((tmpvar_36.y + 0.04), 0.0, 1.0) ) * tmpvar_37)); weight_1 = (weight_1 + (2.0 * tmpvar_37)); vec2 offsetDepth_38; vec2 tmpvar_39; tmpvar_39.x = dot (tmpvar_6.yx, vec2(-0.5, -1.629207e-07)); tmpvar_39.y = dot (tmpvar_7, vec2(-0.5, -1.629207e-07)); vec2 tmpvar_40; tmpvar_40 = (tmpvar_39 * tmpvar_8); vec4 tmpvar_41; tmpvar_41.z = 0.0; tmpvar_41.xy = (frag_TEXCOORD0 + tmpvar_40); tmpvar_41.w = lod_3; offsetDepth_38.x = texture2DLod (depthBuffer, tmpvar_41.xy, lod_3).x; vec4 tmpvar_42; tmpvar_42.z = 0.0; tmpvar_42.xy = (frag_TEXCOORD0 - tmpvar_40); tmpvar_42.w = lod_3; offsetDepth_38.y = texture2DLod (depthBuffer, tmpvar_42.xy, lod_3).x; vec2 tmpvar_43; tmpvar_43 = (((offsetDepth_38 - tmpvar_4.xx) * vec2(144.3376, 144.3376)) + vec2(0.5, 0.5)); float tmpvar_44; tmpvar_44 = clamp ((min (tmpvar_43.x, tmpvar_43.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_43.x + 0.05), 0.0, 1.0) + clamp ((tmpvar_43.y + 0.05), 0.0, 1.0) ) * tmpvar_44)); weight_1 = (weight_1 + (2.0 * tmpvar_44)); vec2 offsetDepth_45; vec2 tmpvar_46; tmpvar_46.x = dot (tmpvar_6.yx, vec2(-0.4242639, -0.4242643)); tmpvar_46.y = dot (tmpvar_7, vec2(-0.4242639, -0.4242643)); vec2 tmpvar_47; tmpvar_47 = (tmpvar_46 * tmpvar_8); vec4 tmpvar_48; tmpvar_48.z = 0.0; tmpvar_48.xy = (frag_TEXCOORD0 + tmpvar_47); tmpvar_48.w = lod_3; offsetDepth_45.x = texture2DLod (depthBuffer, tmpvar_48.xy, lod_3).x; vec4 tmpvar_49; tmpvar_49.z = 0.0; tmpvar_49.xy = (frag_TEXCOORD0 - tmpvar_47); tmpvar_49.w = lod_3; offsetDepth_45.y = texture2DLod (depthBuffer, tmpvar_49.xy, lod_3).x; vec2 tmpvar_50; tmpvar_50 = (((offsetDepth_45 - tmpvar_4.xx) * vec2(156.25, 156.25)) + vec2(0.5, 0.5)); float tmpvar_51; tmpvar_51 = clamp ((min (tmpvar_50.x, tmpvar_50.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_50.x + 0.06), 0.0, 1.0) + clamp ((tmpvar_50.y + 0.06), 0.0, 1.0) ) * tmpvar_51)); weight_1 = (weight_1 + (2.0 * tmpvar_51)); vec2 offsetDepth_52; vec2 tmpvar_53; tmpvar_53.x = dot (tmpvar_6.yx, vec2(3.421334e-07, -0.7)); tmpvar_53.y = dot (tmpvar_7, vec2(3.421334e-07, -0.7)); vec2 tmpvar_54; tmpvar_54 = (tmpvar_53 * tmpvar_8); vec4 tmpvar_55; tmpvar_55.z = 0.0; tmpvar_55.xy = (frag_TEXCOORD0 + tmpvar_54); tmpvar_55.w = lod_3; offsetDepth_52.x = texture2DLod (depthBuffer, tmpvar_55.xy, lod_3).x; vec4 tmpvar_56; tmpvar_56.z = 0.0; tmpvar_56.xy = (frag_TEXCOORD0 - tmpvar_54); tmpvar_56.w = lod_3; offsetDepth_52.y = texture2DLod (depthBuffer, tmpvar_56.xy, lod_3).x; vec2 tmpvar_57; tmpvar_57 = (((offsetDepth_52 - tmpvar_4.xx) * vec2(175.035, 175.035)) + vec2(0.5, 0.5)); float tmpvar_58; tmpvar_58 = clamp ((min (tmpvar_57.x, tmpvar_57.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_57.x + 0.07), 0.0, 1.0) + clamp ((tmpvar_57.y + 0.07), 0.0, 1.0) ) * tmpvar_58)); weight_1 = (weight_1 + (2.0 * tmpvar_58)); vec2 offsetDepth_59; vec2 tmpvar_60; tmpvar_60.x = dot (tmpvar_6.yx, vec2(0.5656856, -0.5656852)); tmpvar_60.y = dot (tmpvar_7, vec2(0.5656856, -0.5656852)); vec2 tmpvar_61; tmpvar_61 = (tmpvar_60 * tmpvar_8); vec4 tmpvar_62; tmpvar_62.z = 0.0; tmpvar_62.xy = (frag_TEXCOORD0 + tmpvar_61); tmpvar_62.w = lod_3; offsetDepth_59.x = texture2DLod (depthBuffer, tmpvar_62.xy, lod_3).x; vec4 tmpvar_63; tmpvar_63.z = 0.0; tmpvar_63.xy = (frag_TEXCOORD0 - tmpvar_61); tmpvar_63.w = lod_3; offsetDepth_59.y = texture2DLod (depthBuffer, tmpvar_63.xy, lod_3).x; vec2 tmpvar_64; tmpvar_64 = (((offsetDepth_59 - tmpvar_4.xx) * vec2(208.3333, 208.3333)) + vec2(0.5, 0.5)); float tmpvar_65; tmpvar_65 = clamp ((min (tmpvar_64.x, tmpvar_64.y) + 0.75), 0.0, 1.0); result_2 = (result_2 + (( clamp ((tmpvar_64.x + 0.08000001), 0.0, 1.0) + clamp ((tmpvar_64.y + 0.08000001), 0.0, 1.0) ) * tmpvar_65)); weight_1 = (weight_1 + (2.0 * tmpvar_65)); float tmpvar_66; if ((tmpvar_4.x > 0.99)) { tmpvar_66 = 1.0; } else { tmpvar_66 = clamp (((result_2 / weight_1) * 2.0), 0.0, 1.0); }; vec4 tmpvar_67; tmpvar_67.zw = vec2(0.0, 1.0); tmpvar_67.x = tmpvar_66; tmpvar_67.y = tmpvar_5; gl_FragData[0] = tmpvar_67; } //$$depthBuffer=s0 //$$randMap=s1 #version 110 attribute vec4 POSITION; varying vec2 frag_TEXCOORD0; void main () { gl_Position = POSITION; frag_TEXCOORD0 = ((POSITION.xy * vec2(0.5, 0.5)) + vec2(0.5, 0.5)); } #version 110 varying vec2 frag_TEXCOORD0; uniform sampler2D Texture0; uniform sampler2D Texture1; uniform vec4 CB1[6]; void main () { float color_1; float depth_2; vec2 step_3; step_3 = CB1[1].xy; vec4 tmpvar_4; tmpvar_4 = texture2D (Texture0, (frag_TEXCOORD0 + (step_3 * vec2(-3.0, -3.0)))); depth_2 = min (1.0, tmpvar_4.x); color_1 = (tmpvar_4.y * 0.1353353); vec4 tmpvar_5; tmpvar_5 = texture2D (Texture0, (frag_TEXCOORD0 + (step_3 * vec2(-2.0, -2.0)))); depth_2 = min (depth_2, tmpvar_5.x); color_1 = (color_1 + (tmpvar_5.y * 0.4111123)); vec4 tmpvar_6; tmpvar_6 = texture2D (Texture0, (frag_TEXCOORD0 - step_3)); depth_2 = min (depth_2, tmpvar_6.x); color_1 = (color_1 + (tmpvar_6.y * 0.8007374)); vec4 tmpvar_7; tmpvar_7 = texture2D (Texture0, frag_TEXCOORD0); depth_2 = min (depth_2, tmpvar_7.x); color_1 = (color_1 + tmpvar_7.y); vec4 tmpvar_8; tmpvar_8 = texture2D (Texture0, (frag_TEXCOORD0 + step_3)); depth_2 = min (depth_2, tmpvar_8.x); color_1 = (color_1 + (tmpvar_8.y * 0.8007374)); vec4 tmpvar_9; tmpvar_9 = texture2D (Texture0, (frag_TEXCOORD0 + (step_3 * vec2(2.0, 2.0)))); depth_2 = min (depth_2, tmpvar_9.x); color_1 = (color_1 + (tmpvar_9.y * 0.4111123)); vec4 tmpvar_10; tmpvar_10 = texture2D (Texture0, (frag_TEXCOORD0 + (step_3 * vec2(3.0, 3.0)))); depth_2 = min (depth_2, tmpvar_10.x); color_1 = (color_1 + (tmpvar_10.y * 0.1353353)); vec4 tmpvar_11; tmpvar_11.zw = vec2(0.0, 0.0); tmpvar_11.x = depth_2; tmpvar_11.y = ((color_1 * texture2D (Texture1, frag_TEXCOORD0).x) * 0.2706822); gl_FragData[0] = tmpvar_11; } //$$Texture0=s0 //$$Texture1=s1 #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; tmpvar_1 = (texture2D (DiffuseMap, frag_TEXCOORD0) * frag_COLOR0); vec4 tmpvar_2; tmpvar_2.xyz = (tmpvar_1.xyz * tmpvar_1.www); tmpvar_2.w = tmpvar_1.w; gl_FragData[0] = tmpvar_2; } //$$DiffuseMap=s0 #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec4 COLOR0; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; uniform vec4 CB0[24]; uniform vec4 CB1[6]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = dot (CB1[1], POSITION); vec4 tmpvar_3; tmpvar_3.x = dot (CB1[0], POSITION); tmpvar_3.y = tmpvar_2; tmpvar_3.z = dot (CB1[2], POSITION); tmpvar_3.w = dot (CB1[3], POSITION); float tmpvar_4; tmpvar_4 = dot (CB0[3], tmpvar_3); vec4 tmpvar_5; tmpvar_5.x = dot (CB0[0], tmpvar_3); tmpvar_5.y = dot (CB0[1], tmpvar_3); tmpvar_5.z = dot (CB0[2], tmpvar_3); tmpvar_5.w = tmpvar_4; tmpvar_1.xyw = tmpvar_5.xyw; tmpvar_1.z = (tmpvar_4 - 0.0625); gl_Position = tmpvar_1; gl_PointSize = 2.0; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = (COLOR0 * mix (CB1[5], CB1[4], vec4((tmpvar_2 / 1700.0)))); } #version 110 varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB3[1]; uniform sampler2D AlbedoMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); vec4 tmpvar_4; tmpvar_4 = texture2D (ShadowMap, frag_TEXCOORD4.xy); tmpvar_1.xyz = (((CB0[8].xyz + (frag_COLOR1 * vec3(((1.0 - ( ((float((frag_TEXCOORD4.z >= tmpvar_4.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD4.z - 0.5))) ), 0.0, 1.0)) * tmpvar_4.y) * CB0[20].w)) * tmpvar_3.w))) ) + tmpvar_3.xyz) * (( (texture2D (AlbedoMap, ((fract(frag_TEXCOORD0.xy) * CB3[0].xy) + frag_TEXCOORD0.zw)) * frag_COLOR0.xxxx) + (texture2D (AlbedoMap, ((fract(frag_TEXCOORD1.xy) * CB3[0].xy) + frag_TEXCOORD1.zw)) * frag_COLOR0.yyyy) ) + (texture2D (AlbedoMap, ((fract(frag_TEXCOORD2.xy) * CB3[0].xy) + frag_TEXCOORD2.zw) ) * frag_COLOR0.zzzz)).xyz); tmpvar_1.w = 1.0; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD3.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$AlbedoMap=s0 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB3[1]; uniform sampler2D AlbedoMap; uniform sampler2D SpecularMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (ShadowMap, frag_TEXCOORD4.xy); tmpvar_4 = ((1.0 - ( ((float((frag_TEXCOORD4.z >= tmpvar_5.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD4.z - 0.5))) ), 0.0, 1.0)) * tmpvar_5.y) * CB0[20].w)) * tmpvar_3.w); vec2 tmpvar_6; tmpvar_6 = (frag_TEXCOORD0.xy * CB3[0].xy); vec2 tmpvar_7; tmpvar_7 = (frag_TEXCOORD1.xy * CB3[0].xy); vec2 tmpvar_8; tmpvar_8 = (frag_TEXCOORD2.xy * CB3[0].xy); float tmpvar_9; tmpvar_9 = clamp ((1.0 - (frag_TEXCOORD6.w * CB0[19].y)), 0.0, 1.0); vec4 tmpvar_10; vec2 tmpvar_11; tmpvar_11 = fract(frag_TEXCOORD0.xy); vec2 tmpvar_12; tmpvar_12 = fract(frag_TEXCOORD1.xy); vec2 tmpvar_13; tmpvar_13 = fract(frag_TEXCOORD2.xy); tmpvar_10 = (((texture2DGradARB (SpecularMap, ((tmpvar_11 * CB3[0].xy) + frag_TEXCOORD0.zw) , dFdx(tmpvar_6) , dFdy(tmpvar_6) ) * frag_COLOR0.xxxx) + (texture2DGradARB (SpecularMap, ((tmpvar_12 * CB3[0].xy) + frag_TEXCOORD1.zw) , dFdx(tmpvar_7) , dFdy(tmpvar_7) ) * frag_COLOR0.yyyy)) + (texture2DGradARB (SpecularMap, ( (tmpvar_13 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz)); float tmpvar_14; vec3 tmpvar_15; tmpvar_15 = -(CB0[10].xyz); tmpvar_14 = dot (frag_TEXCOORD5, tmpvar_15); tmpvar_1.xyz = ((( ((CB0[8].xyz + (( (vec3(clamp (tmpvar_14, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max (-(tmpvar_14), 0.0)) * CB0[11].xyz) ) * vec3(tmpvar_4))) + tmpvar_3.xyz) + vec3( ((tmpvar_10.z * 2.0) * tmpvar_9) )) * ( ((texture2DGradARB (AlbedoMap, ((tmpvar_11 * CB3[0].xy) + frag_TEXCOORD0.zw), dFdx(tmpvar_6), dFdy(tmpvar_6)) * frag_COLOR0.xxxx) + (texture2DGradARB (AlbedoMap, ((tmpvar_12 * CB3[0].xy) + frag_TEXCOORD1.zw), dFdx(tmpvar_7), dFdy(tmpvar_7)) * frag_COLOR0.yyyy)) + (texture2DGradARB (AlbedoMap, ((tmpvar_13 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz) ).xyz) + (CB0[9].xyz * vec3(( (((float( (tmpvar_14 >= 0.0) ) * tmpvar_10.x) * tmpvar_9) * tmpvar_4) * pow (clamp (dot (frag_TEXCOORD5, normalize( (tmpvar_15 + normalize(frag_TEXCOORD6.xyz)) )), 0.0, 1.0), ((clamp (tmpvar_10.y, 0.0, 1.0) * 128.0) + 0.01)) )))); tmpvar_1.w = 1.0; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD3.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$AlbedoMap=s0 //$$SpecularMap=s2 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB3[1]; uniform sampler2D AlbedoMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (ShadowMap, frag_TEXCOORD4.xy); tmpvar_4 = ((1.0 - ( ((float((frag_TEXCOORD4.z >= tmpvar_5.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD4.z - 0.5))) ), 0.0, 1.0)) * tmpvar_5.y) * CB0[20].w)) * tmpvar_3.w); vec2 tmpvar_6; tmpvar_6 = (frag_TEXCOORD0.xy * CB3[0].xy); vec2 tmpvar_7; tmpvar_7 = (frag_TEXCOORD1.xy * CB3[0].xy); vec2 tmpvar_8; tmpvar_8 = (frag_TEXCOORD2.xy * CB3[0].xy); float tmpvar_9; tmpvar_9 = clamp ((1.0 - (frag_TEXCOORD6.w * CB0[19].y)), 0.0, 1.0); vec3 tmpvar_10; tmpvar_10.z = 0.0; tmpvar_10.x = frag_TEXCOORD5.y; float tmpvar_11; tmpvar_11 = -(frag_TEXCOORD5.x); tmpvar_10.y = tmpvar_11; vec3 tmpvar_12; tmpvar_12.y = 0.0; tmpvar_12.x = frag_TEXCOORD5.z; tmpvar_12.z = tmpvar_11; vec3 tmpvar_13; tmpvar_13.x = 0.0; tmpvar_13.y = -(frag_TEXCOORD5.z); tmpvar_13.z = frag_TEXCOORD5.y; vec2 tmpvar_14; vec2 tmpvar_15; tmpvar_15 = fract(frag_TEXCOORD0.xy); vec2 tmpvar_16; tmpvar_16 = fract(frag_TEXCOORD1.xy); vec2 tmpvar_17; tmpvar_17 = fract(frag_TEXCOORD2.xy); tmpvar_14 = ((( ((texture2DGradARB (NormalMap, ((tmpvar_15 * CB3[0].xy) + frag_TEXCOORD0.zw), dFdx(tmpvar_6), dFdy(tmpvar_6)) * frag_COLOR0.xxxx) + (texture2DGradARB (NormalMap, ((tmpvar_16 * CB3[0].xy) + frag_TEXCOORD1.zw), dFdx(tmpvar_7), dFdy(tmpvar_7)) * frag_COLOR0.yyyy)) + (texture2DGradARB (NormalMap, ((tmpvar_17 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_18; tmpvar_18.xy = tmpvar_14; tmpvar_18.z = sqrt(clamp ((1.0 + dot (-(tmpvar_14), tmpvar_14) ), 0.0, 1.0)); float tmpvar_19; tmpvar_19 = dot (frag_COLOR1, frag_COLOR0); vec3 tmpvar_20; tmpvar_20 = normalize((( (mix (tmpvar_12, tmpvar_10, vec3(tmpvar_19)) * tmpvar_14.xxx) + (mix (vec3(0.0, -1.0, 0.0), tmpvar_13, vec3(tmpvar_19)) * tmpvar_14.yyy) ) + (frag_TEXCOORD5 * tmpvar_18.zzz))); vec4 tmpvar_21; tmpvar_21 = (((texture2DGradARB (SpecularMap, ((tmpvar_15 * CB3[0].xy) + frag_TEXCOORD0.zw) , dFdx(tmpvar_6) , dFdy(tmpvar_6) ) * frag_COLOR0.xxxx) + (texture2DGradARB (SpecularMap, ((tmpvar_16 * CB3[0].xy) + frag_TEXCOORD1.zw) , dFdx(tmpvar_7) , dFdy(tmpvar_7) ) * frag_COLOR0.yyyy)) + (texture2DGradARB (SpecularMap, ( (tmpvar_17 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz)); float tmpvar_22; vec3 tmpvar_23; tmpvar_23 = -(CB0[10].xyz); tmpvar_22 = dot (tmpvar_20, tmpvar_23); vec3 tmpvar_24; tmpvar_24 = ((( (CB0[8].xyz + (((vec3( clamp (tmpvar_22, 0.0, 1.0) ) * CB0[9].xyz) + (vec3( max (-(tmpvar_22), 0.0) ) * CB0[11].xyz)) * vec3(tmpvar_4))) + tmpvar_3.xyz) + vec3(( (tmpvar_21.z * 2.0) * tmpvar_9))) * (( (texture2DGradARB (AlbedoMap, ((tmpvar_15 * CB3[0].xy) + frag_TEXCOORD0.zw), dFdx(tmpvar_6), dFdy(tmpvar_6)) * frag_COLOR0.xxxx) + (texture2DGradARB (AlbedoMap, ((tmpvar_16 * CB3[0].xy) + frag_TEXCOORD1.zw), dFdx(tmpvar_7), dFdy(tmpvar_7)) * frag_COLOR0.yyyy) ) + (texture2DGradARB (AlbedoMap, ((tmpvar_17 * CB3[0].xy) + frag_TEXCOORD2.zw) , dFdx(tmpvar_8) , dFdy(tmpvar_8) ) * frag_COLOR0.zzzz)).xyz); vec3 tmpvar_25; tmpvar_25 = (CB0[9].xyz * vec3((( ((float((tmpvar_22 >= 0.0)) * tmpvar_21.x) * tmpvar_9) * tmpvar_4) * pow ( clamp (dot (tmpvar_20, normalize((tmpvar_23 + normalize(frag_TEXCOORD6.xyz) ))), 0.0, 1.0) , ((clamp (tmpvar_21.y, 0.0, 1.0) * 128.0) + 0.01) )))); tmpvar_1.xyz = (tmpvar_24 + tmpvar_25); tmpvar_1.w = 1.0; float tmpvar_26; tmpvar_26 = clamp (frag_TEXCOORD3.w, 0.0, 1.0); tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(tmpvar_26)); vec4 tmpvar_27; tmpvar_27.zw = vec2(0.0, 0.0); tmpvar_27.x = min ((frag_TEXCOORD6.w / 500.0), 0.998); tmpvar_27.y = clamp ((( (1.0 - tmpvar_26) + (3.0 * dot (tmpvar_25, vec3(0.299, 0.587, 0.114))) ) + (0.3 * dot (tmpvar_24, vec3(0.299, 0.587, 0.114)) )), 0.0, 1.0); gl_FragData[0] = tmpvar_1; gl_FragData[1] = tmpvar_27; } //$$AlbedoMap=s0 //$$NormalMap=s1 //$$SpecularMap=s2 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 attribute vec4 POSITION; attribute vec4 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[74]; void main () { vec4 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ((POSITION.xyz * CB1[0].www) + CB1[0].xyz); vec3 tmpvar_3; tmpvar_3 = ((NORMAL.xyz * vec3(0.007874016, 0.007874016, 0.007874016)) - vec3(1.0, 1.0, 1.0)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_2; float tmpvar_5; tmpvar_5 = dot (CB0[2], tmpvar_4); vec4 tmpvar_6; tmpvar_6.x = dot (CB0[0], tmpvar_4); tmpvar_6.y = dot (CB0[1], tmpvar_4); tmpvar_6.z = tmpvar_5; tmpvar_6.w = dot (CB0[3], tmpvar_4); tmpvar_1.xyw = tmpvar_6.xyw; tmpvar_1.z = (tmpvar_5 + (float( (POSITION.w < 0.0) ) * 0.02)); vec4 tmpvar_7; tmpvar_7.xyz = (((tmpvar_2 + (tmpvar_3 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_7.w = ((CB0[12].z - tmpvar_6.w) * CB0[12].w); vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_2; vec3 tmpvar_9; tmpvar_9.x = dot (CB0[21], tmpvar_8); tmpvar_9.y = dot (CB0[22], tmpvar_8); tmpvar_9.z = dot (CB0[23], tmpvar_8); vec4 tmpvar_10; tmpvar_10 = CB2[(36 + int(TEXCOORD0.x))]; vec2 tmpvar_11; int tmpvar_12; tmpvar_12 = int(TEXCOORD1.x); tmpvar_11.x = dot (tmpvar_2, CB2[tmpvar_12].xyz); tmpvar_11.y = dot (tmpvar_2, CB2[(18 + tmpvar_12)].xyz); vec2 tmpvar_13; tmpvar_13.x = NORMAL.w; tmpvar_13.y = floor((NORMAL.w * 2.665144)); vec4 tmpvar_14; tmpvar_14.xy = ((tmpvar_11 * tmpvar_10.xx) + (tmpvar_10.yy * tmpvar_13)); tmpvar_14.zw = tmpvar_10.zw; vec4 tmpvar_15; tmpvar_15 = CB2[(36 + int(TEXCOORD0.y))]; vec2 tmpvar_16; int tmpvar_17; tmpvar_17 = int(TEXCOORD1.y); tmpvar_16.x = dot (tmpvar_2, CB2[tmpvar_17].xyz); tmpvar_16.y = dot (tmpvar_2, CB2[(18 + tmpvar_17)].xyz); vec2 tmpvar_18; tmpvar_18.x = TEXCOORD0.w; tmpvar_18.y = floor((TEXCOORD0.w * 2.665144)); vec4 tmpvar_19; tmpvar_19.xy = ((tmpvar_16 * tmpvar_15.xx) + (tmpvar_15.yy * tmpvar_18)); tmpvar_19.zw = tmpvar_15.zw; vec4 tmpvar_20; tmpvar_20 = CB2[(36 + int(TEXCOORD0.z))]; vec2 tmpvar_21; int tmpvar_22; tmpvar_22 = int(TEXCOORD1.z); tmpvar_21.x = dot (tmpvar_2, CB2[tmpvar_22].xyz); tmpvar_21.y = dot (tmpvar_2, CB2[(18 + tmpvar_22)].xyz); vec2 tmpvar_23; tmpvar_23.x = TEXCOORD1.w; tmpvar_23.y = floor((TEXCOORD1.w * 2.665144)); vec4 tmpvar_24; tmpvar_24.xy = ((tmpvar_21 * tmpvar_20.xx) + (tmpvar_20.yy * tmpvar_23)); tmpvar_24.zw = tmpvar_20.zw; vec4 tmpvar_25; tmpvar_25.xyz = (CB0[7].xyz - tmpvar_2); tmpvar_25.w = tmpvar_1.w; gl_Position = tmpvar_1; frag_COLOR0 = vec3(equal (abs(POSITION.www), vec3(1.0, 2.0, 3.0))); frag_TEXCOORD0 = tmpvar_14; frag_TEXCOORD1 = tmpvar_19; frag_TEXCOORD2 = tmpvar_24; frag_TEXCOORD3 = tmpvar_7; frag_TEXCOORD4 = tmpvar_9; frag_TEXCOORD5 = tmpvar_3; frag_TEXCOORD6 = tmpvar_25; frag_COLOR1 = vec3(greaterThan (TEXCOORD1.xyz, vec3(7.5, 7.5, 7.5))); } #version 110 attribute vec4 POSITION; attribute vec4 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[74]; void main () { vec4 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ((POSITION.xyz * CB1[0].www) + CB1[0].xyz); vec3 tmpvar_3; tmpvar_3 = ((NORMAL.xyz * vec3(0.007874016, 0.007874016, 0.007874016)) - vec3(1.0, 1.0, 1.0)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_2; float tmpvar_5; tmpvar_5 = dot (CB0[2], tmpvar_4); vec4 tmpvar_6; tmpvar_6.x = dot (CB0[0], tmpvar_4); tmpvar_6.y = dot (CB0[1], tmpvar_4); tmpvar_6.z = tmpvar_5; tmpvar_6.w = dot (CB0[3], tmpvar_4); tmpvar_1.xyw = tmpvar_6.xyw; tmpvar_1.z = (tmpvar_5 + (float( (POSITION.w < 0.0) ) * 0.02)); vec4 tmpvar_7; tmpvar_7.xyz = (((tmpvar_2 + (tmpvar_3 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_7.w = ((CB0[12].z - tmpvar_6.w) * CB0[12].w); vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_2; vec3 tmpvar_9; tmpvar_9.x = dot (CB0[21], tmpvar_8); tmpvar_9.y = dot (CB0[22], tmpvar_8); tmpvar_9.z = dot (CB0[23], tmpvar_8); vec4 tmpvar_10; tmpvar_10 = CB2[(36 + int(TEXCOORD0.x))]; vec2 tmpvar_11; int tmpvar_12; tmpvar_12 = int(TEXCOORD1.x); tmpvar_11.x = dot (tmpvar_2, CB2[tmpvar_12].xyz); tmpvar_11.y = dot (tmpvar_2, CB2[(18 + tmpvar_12)].xyz); vec2 tmpvar_13; tmpvar_13.x = NORMAL.w; tmpvar_13.y = floor((NORMAL.w * 2.665144)); vec4 tmpvar_14; tmpvar_14.xy = ((tmpvar_11 * tmpvar_10.xx) + (tmpvar_10.yy * tmpvar_13)); tmpvar_14.zw = tmpvar_10.zw; vec4 tmpvar_15; tmpvar_15 = CB2[(36 + int(TEXCOORD0.y))]; vec2 tmpvar_16; int tmpvar_17; tmpvar_17 = int(TEXCOORD1.y); tmpvar_16.x = dot (tmpvar_2, CB2[tmpvar_17].xyz); tmpvar_16.y = dot (tmpvar_2, CB2[(18 + tmpvar_17)].xyz); vec2 tmpvar_18; tmpvar_18.x = TEXCOORD0.w; tmpvar_18.y = floor((TEXCOORD0.w * 2.665144)); vec4 tmpvar_19; tmpvar_19.xy = ((tmpvar_16 * tmpvar_15.xx) + (tmpvar_15.yy * tmpvar_18)); tmpvar_19.zw = tmpvar_15.zw; vec4 tmpvar_20; tmpvar_20 = CB2[(36 + int(TEXCOORD0.z))]; vec2 tmpvar_21; int tmpvar_22; tmpvar_22 = int(TEXCOORD1.z); tmpvar_21.x = dot (tmpvar_2, CB2[tmpvar_22].xyz); tmpvar_21.y = dot (tmpvar_2, CB2[(18 + tmpvar_22)].xyz); vec2 tmpvar_23; tmpvar_23.x = TEXCOORD1.w; tmpvar_23.y = floor((TEXCOORD1.w * 2.665144)); vec4 tmpvar_24; tmpvar_24.xy = ((tmpvar_21 * tmpvar_20.xx) + (tmpvar_20.yy * tmpvar_23)); tmpvar_24.zw = tmpvar_20.zw; vec4 tmpvar_25; tmpvar_25.xyz = (CB0[7].xyz - tmpvar_2); tmpvar_25.w = tmpvar_1.w; gl_Position = tmpvar_1; frag_COLOR0 = vec3(equal (abs(POSITION.www), vec3(1.0, 2.0, 3.0))); frag_TEXCOORD0 = tmpvar_14; frag_TEXCOORD1 = tmpvar_19; frag_TEXCOORD2 = tmpvar_24; frag_TEXCOORD3 = tmpvar_7; frag_TEXCOORD4 = tmpvar_9; frag_TEXCOORD5 = tmpvar_3; frag_TEXCOORD6 = tmpvar_25; frag_COLOR1 = vec3(greaterThan (TEXCOORD1.xyz, vec3(7.5, 7.5, 7.5))); } #version 110 attribute vec4 POSITION; attribute vec4 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[74]; void main () { vec4 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ((POSITION.xyz * CB1[0].www) + CB1[0].xyz); vec3 tmpvar_3; tmpvar_3 = ((NORMAL.xyz * vec3(0.007874016, 0.007874016, 0.007874016)) - vec3(1.0, 1.0, 1.0)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_2; float tmpvar_5; tmpvar_5 = dot (CB0[2], tmpvar_4); vec4 tmpvar_6; tmpvar_6.x = dot (CB0[0], tmpvar_4); tmpvar_6.y = dot (CB0[1], tmpvar_4); tmpvar_6.z = tmpvar_5; tmpvar_6.w = dot (CB0[3], tmpvar_4); tmpvar_1.xyw = tmpvar_6.xyw; tmpvar_1.z = (tmpvar_5 + (float( (POSITION.w < 0.0) ) * 0.02)); vec4 tmpvar_7; tmpvar_7.xyz = (((tmpvar_2 + (tmpvar_3 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_7.w = ((CB0[12].z - tmpvar_6.w) * CB0[12].w); vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_2; vec3 tmpvar_9; tmpvar_9.x = dot (CB0[21], tmpvar_8); tmpvar_9.y = dot (CB0[22], tmpvar_8); tmpvar_9.z = dot (CB0[23], tmpvar_8); vec4 tmpvar_10; tmpvar_10 = CB2[(36 + int(TEXCOORD0.x))]; vec2 tmpvar_11; int tmpvar_12; tmpvar_12 = int(TEXCOORD1.x); tmpvar_11.x = dot (tmpvar_2, CB2[tmpvar_12].xyz); tmpvar_11.y = dot (tmpvar_2, CB2[(18 + tmpvar_12)].xyz); vec2 tmpvar_13; tmpvar_13.x = NORMAL.w; tmpvar_13.y = floor((NORMAL.w * 2.665144)); vec4 tmpvar_14; tmpvar_14.xy = ((tmpvar_11 * tmpvar_10.xx) + (tmpvar_10.yy * tmpvar_13)); tmpvar_14.zw = tmpvar_10.zw; vec4 tmpvar_15; tmpvar_15 = CB2[(36 + int(TEXCOORD0.y))]; vec2 tmpvar_16; int tmpvar_17; tmpvar_17 = int(TEXCOORD1.y); tmpvar_16.x = dot (tmpvar_2, CB2[tmpvar_17].xyz); tmpvar_16.y = dot (tmpvar_2, CB2[(18 + tmpvar_17)].xyz); vec2 tmpvar_18; tmpvar_18.x = TEXCOORD0.w; tmpvar_18.y = floor((TEXCOORD0.w * 2.665144)); vec4 tmpvar_19; tmpvar_19.xy = ((tmpvar_16 * tmpvar_15.xx) + (tmpvar_15.yy * tmpvar_18)); tmpvar_19.zw = tmpvar_15.zw; vec4 tmpvar_20; tmpvar_20 = CB2[(36 + int(TEXCOORD0.z))]; vec2 tmpvar_21; int tmpvar_22; tmpvar_22 = int(TEXCOORD1.z); tmpvar_21.x = dot (tmpvar_2, CB2[tmpvar_22].xyz); tmpvar_21.y = dot (tmpvar_2, CB2[(18 + tmpvar_22)].xyz); vec2 tmpvar_23; tmpvar_23.x = TEXCOORD1.w; tmpvar_23.y = floor((TEXCOORD1.w * 2.665144)); vec4 tmpvar_24; tmpvar_24.xy = ((tmpvar_21 * tmpvar_20.xx) + (tmpvar_20.yy * tmpvar_23)); tmpvar_24.zw = tmpvar_20.zw; float tmpvar_25; tmpvar_25 = dot (tmpvar_3, -(CB0[10].xyz)); gl_Position = tmpvar_1; frag_COLOR0 = vec3(equal (abs(POSITION.www), vec3(1.0, 2.0, 3.0))); frag_TEXCOORD0 = tmpvar_14; frag_TEXCOORD1 = tmpvar_19; frag_TEXCOORD2 = tmpvar_24; frag_TEXCOORD3 = tmpvar_7; frag_TEXCOORD4 = tmpvar_9; frag_COLOR1 = ((vec3(max (tmpvar_25, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_25) , 0.0)) * CB0[11].xyz)); } #version 110 #extension GL_ARB_shader_texture_lod : enable varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB3[1]; uniform sampler2D AlbedoMap; uniform sampler2D NormalMap; uniform sampler2D SpecularMap; uniform sampler3D LightMap; uniform sampler2D ShadowMap; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); float tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (ShadowMap, frag_TEXCOORD4.xy); tmpvar_4 = ((1.0 - ( ((float((frag_TEXCOORD4.z >= tmpvar_5.x)) * clamp ((9.0 - (20.0 * abs((frag_TEXCOORD4.z - 0.5))) ), 0.0, 1.0)) * tmpvar_5.y) * CB0[20].w)) * tmpvar_3.w); vec2 tmpvar_6; tmpvar_6 = (frag_TEXCOORD0.xy * CB3[0].xy); vec2 tmpvar_7; tmpvar_7 = (frag_TEXCOORD1.xy * CB3[0].xy); vec2 tmpvar_8; tmpvar_8 = (frag_TEXCOORD2.xy * CB3[0].xy); float tmpvar_9; tmpvar_9 = clamp ((1.0 - (frag_TEXCOORD6.w * CB0[19].y)), 0.0, 1.0); vec3 tmpvar_10; tmpvar_10.z = 0.0; tmpvar_10.x = frag_TEXCOORD5.y; float tmpvar_11; tmpvar_11 = -(frag_TEXCOORD5.x); tmpvar_10.y = tmpvar_11; vec3 tmpvar_12; tmpvar_12.y = 0.0; tmpvar_12.x = frag_TEXCOORD5.z; tmpvar_12.z = tmpvar_11; vec3 tmpvar_13; tmpvar_13.x = 0.0; tmpvar_13.y = -(frag_TEXCOORD5.z); tmpvar_13.z = frag_TEXCOORD5.y; vec2 tmpvar_14; vec2 tmpvar_15; tmpvar_15 = fract(frag_TEXCOORD0.xy); vec2 tmpvar_16; tmpvar_16 = fract(frag_TEXCOORD1.xy); vec2 tmpvar_17; tmpvar_17 = fract(frag_TEXCOORD2.xy); tmpvar_14 = ((( ((texture2DGradARB (NormalMap, ((tmpvar_15 * CB3[0].xy) + frag_TEXCOORD0.zw), dFdx(tmpvar_6), dFdy(tmpvar_6)) * frag_COLOR0.xxxx) + (texture2DGradARB (NormalMap, ((tmpvar_16 * CB3[0].xy) + frag_TEXCOORD1.zw), dFdx(tmpvar_7), dFdy(tmpvar_7)) * frag_COLOR0.yyyy)) + (texture2DGradARB (NormalMap, ((tmpvar_17 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_18; tmpvar_18.xy = tmpvar_14; tmpvar_18.z = sqrt(clamp ((1.0 + dot (-(tmpvar_14), tmpvar_14) ), 0.0, 1.0)); float tmpvar_19; tmpvar_19 = dot (frag_COLOR1, frag_COLOR0); vec3 tmpvar_20; tmpvar_20 = normalize((( (mix (tmpvar_12, tmpvar_10, vec3(tmpvar_19)) * tmpvar_14.xxx) + (mix (vec3(0.0, -1.0, 0.0), tmpvar_13, vec3(tmpvar_19)) * tmpvar_14.yyy) ) + (frag_TEXCOORD5 * tmpvar_18.zzz))); vec4 tmpvar_21; tmpvar_21 = (((texture2DGradARB (SpecularMap, ((tmpvar_15 * CB3[0].xy) + frag_TEXCOORD0.zw) , dFdx(tmpvar_6) , dFdy(tmpvar_6) ) * frag_COLOR0.xxxx) + (texture2DGradARB (SpecularMap, ((tmpvar_16 * CB3[0].xy) + frag_TEXCOORD1.zw) , dFdx(tmpvar_7) , dFdy(tmpvar_7) ) * frag_COLOR0.yyyy)) + (texture2DGradARB (SpecularMap, ( (tmpvar_17 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz)); float tmpvar_22; vec3 tmpvar_23; tmpvar_23 = -(CB0[10].xyz); tmpvar_22 = dot (tmpvar_20, tmpvar_23); tmpvar_1.xyz = ((( ((CB0[8].xyz + (( (vec3(clamp (tmpvar_22, 0.0, 1.0)) * CB0[9].xyz) + (vec3(max (-(tmpvar_22), 0.0)) * CB0[11].xyz) ) * vec3(tmpvar_4))) + tmpvar_3.xyz) + vec3( ((tmpvar_21.z * 2.0) * tmpvar_9) )) * ( ((texture2DGradARB (AlbedoMap, ((tmpvar_15 * CB3[0].xy) + frag_TEXCOORD0.zw), dFdx(tmpvar_6), dFdy(tmpvar_6)) * frag_COLOR0.xxxx) + (texture2DGradARB (AlbedoMap, ((tmpvar_16 * CB3[0].xy) + frag_TEXCOORD1.zw), dFdx(tmpvar_7), dFdy(tmpvar_7)) * frag_COLOR0.yyyy)) + (texture2DGradARB (AlbedoMap, ((tmpvar_17 * CB3[0].xy) + frag_TEXCOORD2.zw), dFdx(tmpvar_8), dFdy(tmpvar_8)) * frag_COLOR0.zzzz) ).xyz) + (CB0[9].xyz * vec3(( (((float( (tmpvar_22 >= 0.0) ) * tmpvar_21.x) * tmpvar_9) * tmpvar_4) * pow (clamp (dot (tmpvar_20, normalize( (tmpvar_23 + normalize(frag_TEXCOORD6.xyz)) )), 0.0, 1.0), ((clamp (tmpvar_21.y, 0.0, 1.0) * 128.0) + 0.01)) )))); tmpvar_1.w = 1.0; tmpvar_1.xyz = mix (CB0[13].xyz, tmpvar_1.xyz, vec3(clamp (frag_TEXCOORD3.w, 0.0, 1.0))); gl_FragData[0] = tmpvar_1; } //$$AlbedoMap=s0 //$$NormalMap=s1 //$$SpecularMap=s2 //$$LightMap=s4 //$$ShadowMap=s6 #version 110 attribute vec4 POSITION; attribute vec4 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; varying vec3 frag_COLOR0; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec4 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec3 frag_COLOR1; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[74]; void main () { vec4 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ((POSITION.xyz * CB1[0].www) + CB1[0].xyz); vec3 tmpvar_3; tmpvar_3 = ((NORMAL.xyz * vec3(0.007874016, 0.007874016, 0.007874016)) - vec3(1.0, 1.0, 1.0)); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_2; float tmpvar_5; tmpvar_5 = dot (CB0[2], tmpvar_4); vec4 tmpvar_6; tmpvar_6.x = dot (CB0[0], tmpvar_4); tmpvar_6.y = dot (CB0[1], tmpvar_4); tmpvar_6.z = tmpvar_5; tmpvar_6.w = dot (CB0[3], tmpvar_4); tmpvar_1.xyw = tmpvar_6.xyw; tmpvar_1.z = (tmpvar_5 + (float( (POSITION.w < 0.0) ) * 0.02)); vec4 tmpvar_7; tmpvar_7.xyz = (((tmpvar_2 + (tmpvar_3 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_7.w = ((CB0[12].z - tmpvar_6.w) * CB0[12].w); vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_2; vec3 tmpvar_9; tmpvar_9.x = dot (CB0[21], tmpvar_8); tmpvar_9.y = dot (CB0[22], tmpvar_8); tmpvar_9.z = dot (CB0[23], tmpvar_8); vec4 tmpvar_10; tmpvar_10 = CB2[(36 + int(TEXCOORD0.x))]; vec2 tmpvar_11; int tmpvar_12; tmpvar_12 = int(TEXCOORD1.x); tmpvar_11.x = dot (tmpvar_2, CB2[tmpvar_12].xyz); tmpvar_11.y = dot (tmpvar_2, CB2[(18 + tmpvar_12)].xyz); vec2 tmpvar_13; tmpvar_13.x = NORMAL.w; tmpvar_13.y = floor((NORMAL.w * 2.665144)); vec4 tmpvar_14; tmpvar_14.xy = ((tmpvar_11 * tmpvar_10.xx) + (tmpvar_10.yy * tmpvar_13)); tmpvar_14.zw = tmpvar_10.zw; vec4 tmpvar_15; tmpvar_15 = CB2[(36 + int(TEXCOORD0.y))]; vec2 tmpvar_16; int tmpvar_17; tmpvar_17 = int(TEXCOORD1.y); tmpvar_16.x = dot (tmpvar_2, CB2[tmpvar_17].xyz); tmpvar_16.y = dot (tmpvar_2, CB2[(18 + tmpvar_17)].xyz); vec2 tmpvar_18; tmpvar_18.x = TEXCOORD0.w; tmpvar_18.y = floor((TEXCOORD0.w * 2.665144)); vec4 tmpvar_19; tmpvar_19.xy = ((tmpvar_16 * tmpvar_15.xx) + (tmpvar_15.yy * tmpvar_18)); tmpvar_19.zw = tmpvar_15.zw; vec4 tmpvar_20; tmpvar_20 = CB2[(36 + int(TEXCOORD0.z))]; vec2 tmpvar_21; int tmpvar_22; tmpvar_22 = int(TEXCOORD1.z); tmpvar_21.x = dot (tmpvar_2, CB2[tmpvar_22].xyz); tmpvar_21.y = dot (tmpvar_2, CB2[(18 + tmpvar_22)].xyz); vec2 tmpvar_23; tmpvar_23.x = TEXCOORD1.w; tmpvar_23.y = floor((TEXCOORD1.w * 2.665144)); vec4 tmpvar_24; tmpvar_24.xy = ((tmpvar_21 * tmpvar_20.xx) + (tmpvar_20.yy * tmpvar_23)); tmpvar_24.zw = tmpvar_20.zw; float tmpvar_25; tmpvar_25 = dot (tmpvar_3, -(CB0[10].xyz)); gl_Position = tmpvar_1; frag_COLOR0 = vec3(equal (abs(POSITION.www), vec3(1.0, 2.0, 3.0))); frag_TEXCOORD0 = tmpvar_14; frag_TEXCOORD1 = tmpvar_19; frag_TEXCOORD2 = tmpvar_24; frag_TEXCOORD3 = tmpvar_7; frag_TEXCOORD4 = tmpvar_9; frag_COLOR1 = ((vec3(max (tmpvar_25, 0.0)) * CB0[9].xyz) + (vec3(max ( -(tmpvar_25) , 0.0)) * CB0[11].xyz)); } #version 110 varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec2 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec2 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec4 frag_TEXCOORD5; uniform vec4 CB0[24]; uniform vec4 CB3[3]; uniform sampler2D NormalMap1; uniform samplerCube EnvMap; uniform sampler3D LightMap; void main () { vec4 result_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); vec3 tmpvar_4; tmpvar_4.z = 0.0; tmpvar_4.x = frag_TEXCOORD4.y; float tmpvar_5; tmpvar_5 = -(frag_TEXCOORD4.x); tmpvar_4.y = tmpvar_5; vec3 tmpvar_6; tmpvar_6.y = 0.0; tmpvar_6.x = frag_TEXCOORD4.z; tmpvar_6.z = tmpvar_5; vec3 tmpvar_7; tmpvar_7.x = 0.0; tmpvar_7.y = -(frag_TEXCOORD4.z); tmpvar_7.z = frag_TEXCOORD4.y; vec2 tmpvar_8; tmpvar_8 = ((( ((texture2D (NormalMap1, frag_TEXCOORD0) * frag_COLOR0.xxxx) + (texture2D (NormalMap1, frag_TEXCOORD1) * frag_COLOR0.yyyy)) + (texture2D (NormalMap1, frag_TEXCOORD2) * frag_COLOR0.zzzz) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); float tmpvar_10; tmpvar_10 = dot (frag_COLOR1, frag_COLOR0.xyz); vec3 tmpvar_11; tmpvar_11 = mix (frag_TEXCOORD4, normalize(( ((mix (tmpvar_6, tmpvar_4, vec3(tmpvar_10)) * tmpvar_8.xxx) + (mix (vec3(0.0, -1.0, 0.0), tmpvar_7, vec3(tmpvar_10)) * tmpvar_8.yyy)) + (frag_TEXCOORD4 * tmpvar_9.zzz) )), vec3(0.25, 0.25, 0.25)); vec3 I_12; I_12 = -(frag_TEXCOORD5.xyz); result_1.xyz = (mix (CB3[1].xyz, textureCube (EnvMap, (I_12 - (2.0 * (dot (tmpvar_11, I_12) * tmpvar_11)) )).xyz, vec3(( (clamp ((0.78 - (2.5 * abs(dot (tmpvar_11, normalize(frag_TEXCOORD5.xyz))) )), 0.0, 1.0) + 0.3) * CB3[2].z))) * ((CB0[8].xyz + (CB0[9].xyz * tmpvar_3.www) ) + tmpvar_3.xyz)); result_1.w = 1.0; result_1.xyz = mix (CB0[13].xyz, result_1.xyz, vec3(clamp (frag_TEXCOORD3.w, 0.0, 1.0))); gl_FragData[0] = result_1; } //$$NormalMap1=s0 //$$EnvMap=s2 //$$LightMap=s3 #version 110 varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec2 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec2 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec4 frag_TEXCOORD5; uniform vec4 CB0[24]; uniform vec4 CB3[3]; uniform sampler2D NormalMap1; uniform sampler2D NormalMap2; uniform samplerCube EnvMap; uniform sampler3D LightMap; void main () { vec4 result_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); vec3 tmpvar_4; tmpvar_4.z = 0.0; tmpvar_4.x = frag_TEXCOORD4.y; float tmpvar_5; tmpvar_5 = -(frag_TEXCOORD4.x); tmpvar_4.y = tmpvar_5; vec3 tmpvar_6; tmpvar_6.y = 0.0; tmpvar_6.x = frag_TEXCOORD4.z; tmpvar_6.z = tmpvar_5; vec3 tmpvar_7; tmpvar_7.x = 0.0; tmpvar_7.y = -(frag_TEXCOORD4.z); tmpvar_7.z = frag_TEXCOORD4.y; vec2 tmpvar_8; tmpvar_8 = ((( ((mix (texture2D (NormalMap1, frag_TEXCOORD0), texture2D (NormalMap2, frag_TEXCOORD0), CB3[0].wwww) * frag_COLOR0.xxxx) + (mix (texture2D (NormalMap1, frag_TEXCOORD1), texture2D (NormalMap2, frag_TEXCOORD1), CB3[0].wwww) * frag_COLOR0.yyyy)) + (mix (texture2D (NormalMap1, frag_TEXCOORD2), texture2D (NormalMap2, frag_TEXCOORD2), CB3[0].wwww) * frag_COLOR0.zzzz) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); float tmpvar_10; tmpvar_10 = dot (frag_COLOR1, frag_COLOR0.xyz); vec3 tmpvar_11; tmpvar_11 = normalize((( (mix (tmpvar_6, tmpvar_4, vec3(tmpvar_10)) * tmpvar_8.xxx) + (mix (vec3(0.0, -1.0, 0.0), tmpvar_7, vec3(tmpvar_10)) * tmpvar_8.yyy) ) + (frag_TEXCOORD4 * tmpvar_9.zzz))); vec3 tmpvar_12; tmpvar_12 = mix (frag_TEXCOORD4, tmpvar_11, vec3(0.25, 0.25, 0.25)); vec3 tmpvar_13; tmpvar_13 = normalize(frag_TEXCOORD5.xyz); vec3 I_14; I_14 = -(tmpvar_13); result_1.xyz = ((mix (CB3[1].xyz, textureCube (EnvMap, (I_14 - (2.0 * (dot (tmpvar_12, I_14) * tmpvar_12))) ).xyz, vec3( (((clamp ( (0.78 - (2.5 * abs(dot (tmpvar_12, tmpvar_13)))) , 0.0, 1.0) + 0.3) * frag_COLOR0.w) * CB3[2].z) )) * ( (CB0[8].xyz + (CB0[9].xyz * tmpvar_3.www)) + tmpvar_3.xyz)) + (CB0[9].xyz * vec3(( (((2.0 * clamp ( (1.0 - (frag_TEXCOORD5.w * CB0[19].y)) , 0.0, 1.0)) * CB3[2].z) * tmpvar_3.w) * pow (clamp (dot (tmpvar_11, normalize( (-(CB0[10].xyz) + tmpvar_13) )), 0.0, 1.0), 900.0) )))); result_1.w = 1.0; result_1.xyz = mix (CB0[13].xyz, result_1.xyz, vec3(clamp (frag_TEXCOORD3.w, 0.0, 1.0))); gl_FragData[0] = result_1; } //$$NormalMap1=s0 //$$NormalMap2=s1 //$$EnvMap=s2 //$$LightMap=s3 #version 110 attribute vec4 POSITION; attribute vec4 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec2 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec2 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec4 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[74]; uniform vec4 CB3[3]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec3 tmpvar_3; tmpvar_3 = ((POSITION.xyz * CB1[0].www) + CB1[0].xyz); vec3 tmpvar_4; tmpvar_4 = ((NORMAL.xyz * vec3(0.007874016, 0.007874016, 0.007874016)) - vec3(1.0, 1.0, 1.0)); vec3 tmpvar_5; tmpvar_5 = vec3(equal (abs(POSITION.www), vec3(1.0, 2.0, 3.0))); float tmpvar_6; tmpvar_6 = (dot (tmpvar_5, TEXCOORD0.xyz) * 0.003921569); vec3 result_7; result_7.xz = tmpvar_3.xz; result_7.y = (tmpvar_3.y + (( (sin((( (tmpvar_3.z - tmpvar_3.x) * CB3[0].x) - CB3[0].y)) + sin((( (tmpvar_3.z + tmpvar_3.x) * CB3[0].x) + CB3[0].y))) * CB3[0].z) * (tmpvar_6 * clamp ((1.0 - (dot ( (tmpvar_3 - CB0[7].xyz) , -(CB0[6].xyz) ) * CB0[19].y)), 0.0, 1.0) ))); vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = result_7; float tmpvar_9; tmpvar_9 = dot (CB0[2], tmpvar_8); vec4 tmpvar_10; tmpvar_10.x = dot (CB0[0], tmpvar_8); tmpvar_10.y = dot (CB0[1], tmpvar_8); tmpvar_10.z = tmpvar_9; tmpvar_10.w = dot (CB0[3], tmpvar_8); tmpvar_1.xyw = tmpvar_10.xyw; tmpvar_1.z = (tmpvar_9 + (float( (POSITION.w < 0.0) ) * 0.02)); vec4 tmpvar_11; tmpvar_11.xyz = (((result_7 + (tmpvar_4 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_11.w = ((CB0[12].z - tmpvar_10.w) * CB0[12].w); vec2 tmpvar_12; int tmpvar_13; tmpvar_13 = int(TEXCOORD1.x); tmpvar_12.x = dot (result_7, CB2[tmpvar_13].xyz); tmpvar_12.y = dot (result_7, CB2[(18 + tmpvar_13)].xyz); vec2 tmpvar_14; tmpvar_14.x = NORMAL.w; tmpvar_14.y = floor((NORMAL.w * 2.665144)); vec2 tmpvar_15; int tmpvar_16; tmpvar_16 = int(TEXCOORD1.y); tmpvar_15.x = dot (result_7, CB2[tmpvar_16].xyz); tmpvar_15.y = dot (result_7, CB2[(18 + tmpvar_16)].xyz); vec2 tmpvar_17; tmpvar_17.x = TEXCOORD0.w; tmpvar_17.y = floor((TEXCOORD0.w * 2.665144)); vec2 tmpvar_18; int tmpvar_19; tmpvar_19 = int(TEXCOORD1.z); tmpvar_18.x = dot (result_7, CB2[tmpvar_19].xyz); tmpvar_18.y = dot (result_7, CB2[(18 + tmpvar_19)].xyz); vec2 tmpvar_20; tmpvar_20.x = TEXCOORD1.w; tmpvar_20.y = floor((TEXCOORD1.w * 2.665144)); tmpvar_2.xyz = tmpvar_5; tmpvar_2.w = tmpvar_6; vec4 tmpvar_21; tmpvar_21.xyz = (CB0[7].xyz - result_7); tmpvar_21.w = tmpvar_1.w; vec4 pos_22; pos_22.zw = tmpvar_1.zw; pos_22.xy = ((tmpvar_10.xy * vec2(0.5, 0.5)) + vec2((0.5 * tmpvar_10.w))); gl_Position = tmpvar_1; frag_COLOR0 = tmpvar_2; frag_COLOR1 = vec3(greaterThan (TEXCOORD1.xyz, vec3(7.5, 7.5, 7.5))); frag_TEXCOORD0 = ((tmpvar_12 * vec2(0.05, 0.05)) + (vec2(0.1, 0.1) * tmpvar_14)); frag_TEXCOORD1 = ((tmpvar_15 * vec2(0.05, 0.05)) + (vec2(0.1, 0.1) * tmpvar_17)); frag_TEXCOORD2 = ((tmpvar_18 * vec2(0.05, 0.05)) + (vec2(0.1, 0.1) * tmpvar_20)); frag_TEXCOORD3 = tmpvar_11; frag_TEXCOORD4 = tmpvar_4; frag_TEXCOORD5 = tmpvar_21; frag_TEXCOORD6 = pos_22; } #version 110 varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec2 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec2 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec4 frag_TEXCOORD5; varying vec4 frag_TEXCOORD6; uniform vec4 CB0[24]; uniform vec4 CB3[3]; uniform sampler2D NormalMap1; uniform sampler2D NormalMap2; uniform samplerCube EnvMap; uniform sampler3D LightMap; uniform sampler2D GBufferColor; uniform sampler2D GBufferDepth; void main () { vec4 result_1; float tmpvar_2; tmpvar_2 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3.xyz - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_2)))), CB0[14], vec4(tmpvar_2)); vec3 tmpvar_4; tmpvar_4.z = 0.0; tmpvar_4.x = frag_TEXCOORD4.y; float tmpvar_5; tmpvar_5 = -(frag_TEXCOORD4.x); tmpvar_4.y = tmpvar_5; vec3 tmpvar_6; tmpvar_6.y = 0.0; tmpvar_6.x = frag_TEXCOORD4.z; tmpvar_6.z = tmpvar_5; vec3 tmpvar_7; tmpvar_7.x = 0.0; tmpvar_7.y = -(frag_TEXCOORD4.z); tmpvar_7.z = frag_TEXCOORD4.y; vec2 tmpvar_8; tmpvar_8 = ((( ((mix (texture2D (NormalMap1, frag_TEXCOORD0), texture2D (NormalMap2, frag_TEXCOORD0), CB3[0].wwww) * frag_COLOR0.xxxx) + (mix (texture2D (NormalMap1, frag_TEXCOORD1), texture2D (NormalMap2, frag_TEXCOORD1), CB3[0].wwww) * frag_COLOR0.yyyy)) + (mix (texture2D (NormalMap1, frag_TEXCOORD2), texture2D (NormalMap2, frag_TEXCOORD2), CB3[0].wwww) * frag_COLOR0.zzzz) ).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_9; tmpvar_9.xy = tmpvar_8; tmpvar_9.z = sqrt(clamp ((1.0 + dot (-(tmpvar_8), tmpvar_8) ), 0.0, 1.0)); float tmpvar_10; tmpvar_10 = dot (frag_COLOR1, frag_COLOR0.xyz); vec3 tmpvar_11; tmpvar_11 = normalize((( (mix (tmpvar_6, tmpvar_4, vec3(tmpvar_10)) * tmpvar_8.xxx) + (mix (vec3(0.0, -1.0, 0.0), tmpvar_7, vec3(tmpvar_10)) * tmpvar_8.yyy) ) + (frag_TEXCOORD4 * tmpvar_9.zzz))); vec3 tmpvar_12; tmpvar_12 = mix (frag_TEXCOORD4, tmpvar_11, vec3(0.25, 0.25, 0.25)); vec3 tmpvar_13; tmpvar_13 = normalize(frag_TEXCOORD5.xyz); vec4 refr1_14; vec4 refr0_15; vec2 tmpvar_16; tmpvar_16 = (frag_TEXCOORD6.xy / frag_TEXCOORD6.ww); vec2 tmpvar_17; tmpvar_17 = (tmpvar_16 + (tmpvar_11.xz * vec2(0.05, 0.05))); refr0_15.xyz = texture2D (GBufferColor, tmpvar_16).xyz; refr0_15.w = (texture2D (GBufferDepth, tmpvar_16).x * 500.0); refr1_14.xyz = texture2D (GBufferColor, tmpvar_17).xyz; refr1_14.w = (texture2D (GBufferDepth, tmpvar_17).x * 500.0); vec4 tmpvar_18; tmpvar_18 = mix (refr0_15, refr1_14, vec4(clamp ((refr1_14.w - frag_TEXCOORD6.w), 0.0, 1.0))); vec3 tmpvar_19; vec3 I_20; I_20 = -(tmpvar_13); tmpvar_19 = (I_20 - (2.0 * ( dot (tmpvar_12, I_20) * tmpvar_12))); float diffclamp_21; float diff_22; float distance_23; diffclamp_21 = (frag_TEXCOORD6.w * 0.2); vec4 tmpvar_24; tmpvar_24.w = 0.0; tmpvar_24.xyz = tmpvar_19; float tmpvar_25; tmpvar_25 = dot (CB0[3], tmpvar_24); vec4 tmpvar_26; tmpvar_26.x = dot (CB0[0], tmpvar_24); tmpvar_26.y = dot (CB0[1], tmpvar_24); tmpvar_26.z = dot (CB0[2], tmpvar_24); tmpvar_26.w = tmpvar_25; vec4 pos_27; pos_27.zw = tmpvar_26.zw; pos_27.xy = ((tmpvar_26.xy * vec2(0.5, 0.5)) + vec2((0.5 * tmpvar_25))); distance_23 = (1.0 + clamp (0.0, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_28; tmpvar_28 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_28.xy / tmpvar_28.ww)).x * 500.0) - tmpvar_28.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_29; tmpvar_29 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_29.xy / tmpvar_29.ww)).x * 500.0) - tmpvar_29.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_30; tmpvar_30 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_30.xy / tmpvar_30.ww)).x * 500.0) - tmpvar_30.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_31; tmpvar_31 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_31.xy / tmpvar_31.ww)).x * 500.0) - tmpvar_31.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_32; tmpvar_32 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_32.xy / tmpvar_32.ww)).x * 500.0) - tmpvar_32.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_33; tmpvar_33 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_33.xy / tmpvar_33.ww)).x * 500.0) - tmpvar_33.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_34; tmpvar_34 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_34.xy / tmpvar_34.ww)).x * 500.0) - tmpvar_34.w); distance_23 = (distance_23 + clamp (diff_22, -(diffclamp_21), diffclamp_21)); vec4 tmpvar_35; tmpvar_35 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); diff_22 = ((texture2D (GBufferDepth, (tmpvar_35.xy / tmpvar_35.ww)).x * 500.0) - tmpvar_35.w); vec4 tmpvar_36; tmpvar_36 = (frag_TEXCOORD6 + (pos_27 * vec4(distance_23))); vec2 tmpvar_37; tmpvar_37 = (tmpvar_36.xy / tmpvar_36.ww); result_1.xyz = ((mix ( mix (tmpvar_18.xyz, CB3[1].xyz, vec3(clamp ((clamp ( (((tmpvar_18.w - frag_TEXCOORD6.w) * CB3[2].x) + CB3[2].y) , 0.0, 1.0) + clamp ( ((frag_TEXCOORD6.w * 0.004) - 1.0) , 0.0, 1.0)), 0.0, 1.0))) , mix (textureCube (EnvMap, tmpvar_19).xyz, texture2D (GBufferColor, tmpvar_37).xyz, vec3(((( (float((abs( (tmpvar_37.x - 0.5) ) < 0.55)) * float((abs( (tmpvar_37.y - 0.5) ) < 0.5))) * clamp ((3.9 - (max (frag_TEXCOORD6.w, tmpvar_36.w) * 0.008)), 0.0, 1.0) ) * float( (abs(diff_22) < 10.0) )) * float((tmpvar_25 > 0.0))))) , vec3( (((clamp ( (0.78 - (2.5 * abs(dot (tmpvar_12, tmpvar_13)))) , 0.0, 1.0) + 0.3) * frag_COLOR0.w) * CB3[2].z) )) * ( (CB0[8].xyz + (CB0[9].xyz * tmpvar_3.www)) + tmpvar_3.xyz)) + (CB0[9].xyz * vec3(( (((2.0 * clamp ( (1.0 - (frag_TEXCOORD5.w * CB0[19].y)) , 0.0, 1.0)) * CB3[2].z) * tmpvar_3.w) * pow (clamp (dot (tmpvar_11, normalize( (-(CB0[10].xyz) + tmpvar_13) )), 0.0, 1.0), 900.0) )))); result_1.w = 1.0; result_1.xyz = mix (CB0[13].xyz, result_1.xyz, vec3(clamp (frag_TEXCOORD3.w, 0.0, 1.0))); gl_FragData[0] = result_1; } //$$NormalMap1=s0 //$$NormalMap2=s1 //$$EnvMap=s2 //$$LightMap=s3 //$$GBufferColor=s5 //$$GBufferDepth=s6 #version 110 attribute vec4 POSITION; attribute vec4 NORMAL; attribute vec4 TEXCOORD0; attribute vec4 TEXCOORD1; varying vec4 frag_COLOR0; varying vec3 frag_COLOR1; varying vec2 frag_TEXCOORD0; varying vec2 frag_TEXCOORD1; varying vec2 frag_TEXCOORD2; varying vec4 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; varying vec4 frag_TEXCOORD5; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[74]; void main () { vec4 tmpvar_1; vec4 tmpvar_2; vec3 tmpvar_3; tmpvar_3 = ((POSITION.xyz * CB1[0].www) + CB1[0].xyz); vec3 tmpvar_4; tmpvar_4 = ((NORMAL.xyz * vec3(0.007874016, 0.007874016, 0.007874016)) - vec3(1.0, 1.0, 1.0)); vec3 tmpvar_5; tmpvar_5 = vec3(equal (abs(POSITION.www), vec3(1.0, 2.0, 3.0))); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = tmpvar_3; float tmpvar_7; tmpvar_7 = dot (CB0[2], tmpvar_6); vec4 tmpvar_8; tmpvar_8.x = dot (CB0[0], tmpvar_6); tmpvar_8.y = dot (CB0[1], tmpvar_6); tmpvar_8.z = tmpvar_7; tmpvar_8.w = dot (CB0[3], tmpvar_6); tmpvar_1.xyw = tmpvar_8.xyw; tmpvar_1.z = (tmpvar_7 + (float( (POSITION.w < 0.0) ) * 0.02)); vec4 tmpvar_9; tmpvar_9.xyz = (((tmpvar_3 + (tmpvar_4 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); tmpvar_9.w = ((CB0[12].z - tmpvar_8.w) * CB0[12].w); vec2 tmpvar_10; int tmpvar_11; tmpvar_11 = int(TEXCOORD1.x); tmpvar_10.x = dot (tmpvar_3, CB2[tmpvar_11].xyz); tmpvar_10.y = dot (tmpvar_3, CB2[(18 + tmpvar_11)].xyz); vec2 tmpvar_12; tmpvar_12.x = NORMAL.w; tmpvar_12.y = floor((NORMAL.w * 2.665144)); vec2 tmpvar_13; int tmpvar_14; tmpvar_14 = int(TEXCOORD1.y); tmpvar_13.x = dot (tmpvar_3, CB2[tmpvar_14].xyz); tmpvar_13.y = dot (tmpvar_3, CB2[(18 + tmpvar_14)].xyz); vec2 tmpvar_15; tmpvar_15.x = TEXCOORD0.w; tmpvar_15.y = floor((TEXCOORD0.w * 2.665144)); vec2 tmpvar_16; int tmpvar_17; tmpvar_17 = int(TEXCOORD1.z); tmpvar_16.x = dot (tmpvar_3, CB2[tmpvar_17].xyz); tmpvar_16.y = dot (tmpvar_3, CB2[(18 + tmpvar_17)].xyz); vec2 tmpvar_18; tmpvar_18.x = TEXCOORD1.w; tmpvar_18.y = floor((TEXCOORD1.w * 2.665144)); tmpvar_2.xyz = tmpvar_5; tmpvar_2.w = (dot (tmpvar_5, TEXCOORD0.xyz) * 0.003921569); vec4 tmpvar_19; tmpvar_19.xyz = (CB0[7].xyz - tmpvar_3); tmpvar_19.w = tmpvar_1.w; gl_Position = tmpvar_1; frag_COLOR0 = tmpvar_2; frag_COLOR1 = vec3(greaterThan (TEXCOORD1.xyz, vec3(7.5, 7.5, 7.5))); frag_TEXCOORD0 = ((tmpvar_10 * vec2(0.05, 0.05)) + (vec2(0.1, 0.1) * tmpvar_12)); frag_TEXCOORD1 = ((tmpvar_13 * vec2(0.05, 0.05)) + (vec2(0.1, 0.1) * tmpvar_15)); frag_TEXCOORD2 = ((tmpvar_16 * vec2(0.05, 0.05)) + (vec2(0.1, 0.1) * tmpvar_18)); frag_TEXCOORD3 = tmpvar_9; frag_TEXCOORD4 = tmpvar_4; frag_TEXCOORD5 = tmpvar_19; } #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; uniform sampler2D Texture0; uniform sampler2D Texture1; uniform vec4 CB1[6]; void main () { float value_1; vec2 texCoord_2; vec2 deltaTexCoord_3; vec3 tmpvar_4; tmpvar_4 = CB1[3].xyz; float tmpvar_5; tmpvar_5 = CB1[2].x; vec2 tmpvar_6; tmpvar_6 = CB1[1].xy; vec2 tmpvar_7; tmpvar_7 = ((frag_TEXCOORD1.xy - tmpvar_6) * vec2(0.5, 0.5)); deltaTexCoord_3 = tmpvar_7; vec2 t_8; vec2 tmpvar_9; tmpvar_9 = (tmpvar_6 - frag_TEXCOORD1.xy); vec2 tmpvar_10; tmpvar_10 = ((sign(tmpvar_9) - frag_TEXCOORD1.xy) / tmpvar_9); t_8 = tmpvar_10; float tmpvar_11; if ((tmpvar_10.x < 0.0)) { tmpvar_11 = 1.0; } else { tmpvar_11 = tmpvar_10.x; }; t_8.x = tmpvar_11; float tmpvar_12; if ((tmpvar_10.y < 0.0)) { tmpvar_12 = 1.0; } else { tmpvar_12 = t_8.y; }; t_8.y = tmpvar_12; deltaTexCoord_3 = (tmpvar_7 * vec2(min (min (tmpvar_11, tmpvar_12), 1.0))); deltaTexCoord_3 = (deltaTexCoord_3 * vec2(0.08333334, 0.08333334)); texCoord_2 = (frag_TEXCOORD0 + (deltaTexCoord_3 * texture2D (Texture1, ( (frag_TEXCOORD0 * CB1[0].xy) / vec2(8.0, 8.0))).xx)); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = float((texture2D (Texture0, texCoord_2).x >= 0.999)); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); texCoord_2 = (texCoord_2 - deltaTexCoord_3); value_1 = (value_1 + float((texture2D (Texture0, texCoord_2).x >= 0.999))); vec3 tmpvar_13; tmpvar_13.z = -1.0; tmpvar_13.xy = ((frag_TEXCOORD1.xy * CB1[4].xy) + CB1[4].zw); vec3 tmpvar_14; tmpvar_14.xy = CB1[1].zw; tmpvar_14.z = CB1[2].w; float g2_15; g2_15 = CB1[2].z; vec4 tmpvar_16; tmpvar_16.w = 1.0; tmpvar_16.xyz = (tmpvar_4 * vec3(((value_1 * tmpvar_5) * ( (1.0 - g2_15) * pow (((1.0 + g2_15) - ((2.0 * CB1[2].y) * dot ( normalize(tmpvar_13) , tmpvar_14))), -1.5) )))); gl_FragData[0] = tmpvar_16; } //$$Texture0=s0 //$$Texture1=s1 #version 110 varying vec2 frag_TEXCOORD0; uniform vec4 CB1[2]; uniform sampler2D DiffuseMap; void main () { gl_FragData[0] = (texture2D (DiffuseMap, frag_TEXCOORD0, -10.0) * CB1[1]); } //$$DiffuseMap=s0 #version 110 varying vec2 frag_TEXCOORD0; uniform vec4 CB1[2]; uniform sampler2D DiffuseMap; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (DiffuseMap, frag_TEXCOORD0, -10.0); vec4 tmpvar_2; tmpvar_2.xyz = ((tmpvar_1.xyz * tmpvar_1.www) * CB1[1].xyz); tmpvar_2.w = (tmpvar_1.w * CB1[1].w); gl_FragData[0] = tmpvar_2; } //$$DiffuseMap=s0 #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; varying vec2 frag_TEXCOORD0; uniform vec4 CB0[24]; uniform vec4 CB1[2]; void main () { vec4 tmpvar_1; tmpvar_1.xy = ((POSITION.xy * CB1[0].zw) + CB1[0].xy); tmpvar_1.zw = POSITION.zw; vec4 tmpvar_2; tmpvar_2.x = dot (CB0[0], tmpvar_1); tmpvar_2.y = dot (CB0[1], tmpvar_1); tmpvar_2.z = dot (CB0[2], tmpvar_1); tmpvar_2.w = dot (CB0[3], tmpvar_1); gl_Position = tmpvar_2; frag_TEXCOORD0 = TEXCOORD0; } #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; uniform sampler2D DiffuseMap; uniform vec4 CB1[1]; void main () { vec4 base_1; if ((CB1[0].x > 0.5)) { vec4 tmpvar_2; tmpvar_2.xyz = vec3(1.0, 1.0, 1.0); tmpvar_2.w = texture2D (DiffuseMap, frag_TEXCOORD0).x; base_1 = tmpvar_2; } else { base_1 = texture2D (DiffuseMap, frag_TEXCOORD0); }; gl_FragData[0] = (frag_COLOR0 * base_1); } //$$DiffuseMap=s0 #version 110 varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform sampler2D DiffuseMap; uniform vec4 CB1[1]; void main () { vec4 result_1; vec4 base_2; if ((CB1[0].x > 0.5)) { vec4 tmpvar_3; tmpvar_3.xyz = vec3(1.0, 1.0, 1.0); tmpvar_3.w = texture2D (DiffuseMap, frag_TEXCOORD0).x; base_2 = tmpvar_3; } else { base_2 = texture2D (DiffuseMap, frag_TEXCOORD0); }; vec4 tmpvar_4; tmpvar_4 = (frag_COLOR0 * base_2); result_1.w = tmpvar_4.w; result_1.xyz = mix (CB0[13].xyz, tmpvar_4.xyz, vec3(clamp (frag_TEXCOORD1, 0.0, 1.0))); gl_FragData[0] = result_1; } //$$DiffuseMap=s0 #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec4 COLOR0; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; varying float frag_TEXCOORD1; uniform vec4 CB0[24]; uniform vec4 CB1[1]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = dot (CB0[2], POSITION); vec4 tmpvar_3; tmpvar_3.x = dot (CB0[0], POSITION); tmpvar_3.y = dot (CB0[1], POSITION); tmpvar_3.z = tmpvar_2; tmpvar_3.w = dot (CB0[3], POSITION); tmpvar_1.xyw = tmpvar_3.xyw; tmpvar_1.z = (tmpvar_2 - CB1[0].w); gl_Position = tmpvar_1; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = COLOR0; frag_TEXCOORD1 = ((CB0[12].z - tmpvar_3.w) * CB0[12].w); } #version 110 attribute vec4 POSITION; attribute vec2 TEXCOORD0; attribute vec4 COLOR0; varying vec2 frag_TEXCOORD0; varying vec4 frag_COLOR0; uniform vec4 CB0[24]; uniform vec4 CB1[1]; void main () { vec4 tmpvar_1; float tmpvar_2; tmpvar_2 = dot (CB0[2], POSITION); vec4 tmpvar_3; tmpvar_3.x = dot (CB0[0], POSITION); tmpvar_3.y = dot (CB0[1], POSITION); tmpvar_3.z = tmpvar_2; tmpvar_3.w = dot (CB0[3], POSITION); tmpvar_1.xyw = tmpvar_3.xyw; tmpvar_1.z = (tmpvar_2 - CB1[0].w); gl_Position = tmpvar_1; frag_TEXCOORD0 = TEXCOORD0; frag_COLOR0 = COLOR0; } #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec3 frag_TEXCOORD2; varying vec3 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; uniform vec4 CB0[24]; uniform sampler2D NormalMap1; uniform samplerCube EnvMap; uniform sampler3D LightMap; void main () { vec2 tmpvar_1; tmpvar_1 = ((texture2D (NormalMap1, frag_TEXCOORD0.xy, frag_TEXCOORD0.w).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_2; tmpvar_2.xy = tmpvar_1; tmpvar_2.z = sqrt(clamp ((1.0 + dot (-(tmpvar_1), tmpvar_1) ), 0.0, 1.0)); vec3 tmpvar_3; tmpvar_3 = mix ((vec3(0.5, 0.5, 0.5) * (frag_TEXCOORD2 + tmpvar_2.xzy)), frag_TEXCOORD2, frag_TEXCOORD4.zzz); vec3 tmpvar_4; tmpvar_4 = normalize((CB0[7].xyz - frag_TEXCOORD1.xyz)); float tmpvar_5; tmpvar_5 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3 - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec3 V_6; V_6 = -(tmpvar_4); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = mix (CB0[13].xyz, mix (( (mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_5)))), CB0[14], vec4(tmpvar_5)) + textureCube (EnvMap, vec3(0.0, 1.0, 0.0), 10.0)) * vec4(0.3701961, 0.4486274, 0.48, 0.8)).xyz, (textureCube (EnvMap, (V_6 - (2.0 * (dot (tmpvar_3, V_6) * tmpvar_3))) ) * vec4(0.91, 0.91, 0.91, 0.91)).xyz, vec3((0.1 + clamp (((-1.9 * abs( dot (tmpvar_3, tmpvar_4) )) + 0.8), 0.0, 1.0) ))), frag_TEXCOORD0.zzz); gl_FragData[0] = tmpvar_7; } //$$NormalMap1=s0 //$$EnvMap=s2 //$$LightMap=s3 #version 110 varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec3 frag_TEXCOORD2; varying vec3 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; uniform vec4 CB0[24]; uniform vec4 CB2[1]; uniform sampler2D NormalMap1; uniform sampler2D NormalMap2; uniform samplerCube EnvMap; uniform sampler3D LightMap; void main () { vec2 tmpvar_1; tmpvar_1 = ((mix (texture2D (NormalMap1, frag_TEXCOORD0.xy, frag_TEXCOORD0.w), texture2D (NormalMap2, frag_TEXCOORD0.xy, frag_TEXCOORD0.w), CB2[0].wwww).wy * vec2(2.0, 2.0)) - vec2(1.0, 1.0)); vec3 tmpvar_2; tmpvar_2.xy = tmpvar_1; tmpvar_2.z = sqrt(clamp ((1.0 + dot (-(tmpvar_1), tmpvar_1) ), 0.0, 1.0)); vec3 tmpvar_3; tmpvar_3 = mix ((vec3(0.5, 0.5, 0.5) * (frag_TEXCOORD2 + tmpvar_2.xzy)), frag_TEXCOORD2, frag_TEXCOORD4.zzz); vec3 tmpvar_4; tmpvar_4 = -(CB0[10].xyz); vec3 tmpvar_5; tmpvar_5 = normalize((CB0[7].xyz - frag_TEXCOORD1.xyz)); float tmpvar_6; tmpvar_6 = clamp (dot (vec3( greaterThanEqual (abs((frag_TEXCOORD3 - CB0[17].xyz)), CB0[18].xyz) ), vec3(1.0, 1.0, 1.0)), 0.0, 1.0); vec4 tmpvar_7; tmpvar_7 = mix (texture3D (LightMap, (frag_TEXCOORD3.yzx - (frag_TEXCOORD3.yzx * vec3(tmpvar_6)))), CB0[14], vec4(tmpvar_6)); vec3 V_8; V_8 = -(tmpvar_5); vec3 I_9; I_9 = -(tmpvar_4); vec4 tmpvar_10; tmpvar_10.w = 1.0; tmpvar_10.xyz = mix (CB0[13].xyz, (mix ( ((tmpvar_7 + textureCube (EnvMap, vec3(0.0, 1.0, 0.0), 10.0)) * vec4(0.3701961, 0.4486274, 0.48, 0.8)) .xyz, (textureCube (EnvMap, (V_8 - (2.0 * ( dot (tmpvar_3, V_8) * tmpvar_3)))) * vec4(0.91, 0.91, 0.91, 0.91)) .xyz, vec3( (0.1 + clamp (((-1.9 * abs(dot (tmpvar_3, tmpvar_5)) ) + 0.8), 0.0, 1.0)) )) + vec3((0.65 * clamp (((( pow (clamp (dot ((I_9 - (2.0 * (dot (tmpvar_2.xzy, I_9) * tmpvar_2.xzy)) ), tmpvar_5), 0.0, 1.0), 1600.0) * tmpvar_4.y) * 100.0) * clamp ((tmpvar_7.w - 0.4), 0.0, 1.0)), 0.0, 1.0) ))), frag_TEXCOORD0.zzz); gl_FragData[0] = tmpvar_10; } //$$NormalMap1=s0 //$$NormalMap2=s1 //$$EnvMap=s2 //$$LightMap=s3 #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec3 frag_TEXCOORD2; varying vec3 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[1]; void main () { vec2 tcselect_1; vec4 wspos_2; vec4 tmpvar_3; vec3 tmpvar_4; vec3 tmpvar_5; vec3 tmpvar_6; tmpvar_6 = normalize(((NORMAL - vec3(127.0, 127.0, 127.0)) / vec3(127.0, 127.0, 127.0))); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = (POSITION.xyz + CB1[0].xyz); wspos_2.xzw = tmpvar_7.xzw; wspos_2.y = (tmpvar_7.y - (2.0 * CB2[0].z)); vec4 wspos_8; wspos_8.xzw = wspos_2.xzw; float tmpvar_9; tmpvar_9 = ((sin( (((tmpvar_7.z - tmpvar_7.x) - CB2[0].y) * CB2[0].x) ) + sin( (((tmpvar_7.z + tmpvar_7.x) + CB2[0].y) * CB2[0].x) )) * CB2[0].z); vec3 x_10; x_10 = (CB0[7].xyz - wspos_2.xyz); wspos_8.y = (wspos_2.y + (tmpvar_9 - (tmpvar_9 * clamp ((-0.4 + ((1.4 * sqrt(dot (x_10, x_10)) ) * CB0[19].y)), 0.0, 1.0) ))); wspos_2 = wspos_8; tmpvar_4 = tmpvar_6; if ((tmpvar_6.y < 0.01)) { tmpvar_4 = tmpvar_6; }; vec3 tmpvar_11; tmpvar_11.x = wspos_8.x; tmpvar_11.y = -(wspos_8.y); tmpvar_11.z = wspos_8.z; tcselect_1.x = dot (abs(tmpvar_6.yxz), wspos_8.xzx); tcselect_1.y = dot (abs(tmpvar_6.yxz), tmpvar_11.zyy); float tmpvar_12; tmpvar_12 = dot (CB0[3], wspos_8); vec4 tmpvar_13; tmpvar_13.x = dot (CB0[0], wspos_8); tmpvar_13.y = dot (CB0[1], wspos_8); tmpvar_13.z = dot (CB0[2], wspos_8); tmpvar_13.w = tmpvar_12; tmpvar_3.xy = (tcselect_1 * vec2(0.05, 0.05)); tmpvar_3.z = clamp (((CB0[12].z - tmpvar_12) * CB0[12].w), 0.0, 1.0); tmpvar_3.w = -1.0; vec3 x_14; x_14 = (CB0[7].xyz - wspos_8.xyz); tmpvar_5.x = clamp ((-0.4 + ( (1.4 * sqrt(dot (x_14, x_14))) * CB0[19].y)), 0.0, 1.0); tmpvar_5.y = (((1.0 - tmpvar_5.x) * clamp ( dot (tmpvar_6, -(CB0[10].xyz)) , 0.0, 1.0)) * 100.0); vec3 x_15; x_15 = (CB0[7].xyz - wspos_8.xyz); tmpvar_5.z = (1.0 - (0.9 * clamp ( exp((-0.005 * sqrt(dot (x_15, x_15)))) , 0.0, 1.0))); gl_Position = tmpvar_13; frag_TEXCOORD0 = tmpvar_3; frag_TEXCOORD1 = wspos_8; frag_TEXCOORD2 = tmpvar_4; frag_TEXCOORD3 = (((wspos_8.xyz + (tmpvar_6 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); frag_TEXCOORD4 = tmpvar_5; } #version 110 attribute vec4 POSITION; attribute vec3 NORMAL; varying vec4 frag_TEXCOORD0; varying vec4 frag_TEXCOORD1; varying vec3 frag_TEXCOORD2; varying vec3 frag_TEXCOORD3; varying vec3 frag_TEXCOORD4; uniform vec4 CB0[24]; uniform vec4 CB1[1]; uniform vec4 CB2[1]; void main () { vec2 tcselect_1; vec4 wspos_2; vec4 tmpvar_3; vec3 tmpvar_4; vec3 tmpvar_5; vec3 tmpvar_6; tmpvar_6 = normalize(((NORMAL - vec3(127.0, 127.0, 127.0)) / vec3(127.0, 127.0, 127.0))); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = (POSITION.xyz + CB1[0].xyz); wspos_2.xzw = tmpvar_7.xzw; wspos_2.y = (tmpvar_7.y - (2.0 * CB2[0].z)); tmpvar_4 = tmpvar_6; if ((tmpvar_6.y < 0.01)) { tmpvar_4 = tmpvar_6; }; vec3 tmpvar_8; tmpvar_8.x = wspos_2.x; tmpvar_8.y = -(wspos_2.y); tmpvar_8.z = wspos_2.z; tcselect_1.x = dot (abs(tmpvar_6.yxz), tmpvar_7.xzx); tcselect_1.y = dot (abs(tmpvar_6.yxz), tmpvar_8.zyy); float tmpvar_9; tmpvar_9 = dot (CB0[3], wspos_2); vec4 tmpvar_10; tmpvar_10.x = dot (CB0[0], wspos_2); tmpvar_10.y = dot (CB0[1], wspos_2); tmpvar_10.z = dot (CB0[2], wspos_2); tmpvar_10.w = tmpvar_9; tmpvar_3.xy = (tcselect_1 * vec2(0.05, 0.05)); tmpvar_3.z = clamp (((CB0[12].z - tmpvar_9) * CB0[12].w), 0.0, 1.0); tmpvar_3.w = -1.0; vec3 x_11; x_11 = (CB0[7].xyz - wspos_2.xyz); tmpvar_5.x = clamp ((-0.4 + ( (1.4 * sqrt(dot (x_11, x_11))) * CB0[19].y)), 0.0, 1.0); tmpvar_5.y = (((1.0 - tmpvar_5.x) * clamp ( dot (tmpvar_6, -(CB0[10].xyz)) , 0.0, 1.0)) * 100.0); vec3 x_12; x_12 = (CB0[7].xyz - wspos_2.xyz); tmpvar_5.z = (1.0 - (0.9 * clamp ( exp((-0.005 * sqrt(dot (x_12, x_12)))) , 0.0, 1.0))); gl_Position = tmpvar_10; frag_TEXCOORD0 = tmpvar_3; frag_TEXCOORD1 = wspos_2; frag_TEXCOORD2 = tmpvar_4; frag_TEXCOORD3 = (((wspos_2.xyz + (tmpvar_6 * vec3(6.0, 6.0, 6.0)) ).yxz * CB0[15].xyz) + CB0[16].xyz); frag_TEXCOORD4 = tmpvar_5; }