Updated glsl-optimizer.

This commit is contained in:
Branimir Karadžić
2014-02-10 23:06:13 -08:00
parent e7b42f13c6
commit 557dcef3dd
1539 changed files with 53254 additions and 48891 deletions

View File

@@ -1,44 +1,37 @@
FSHƒòá#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform vec3 u_lightDir;
uniform mat4 u_mtx;
varying vec2 v_texcoord0;
FSHƒòáprecision highp float;
varying vec4 v_color0;
varying vec2 v_texcoord0;
uniform mat4 u_mtx;
uniform vec3 u_lightDir;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 1.0);
tmpvar_1.x = v_texcoord0.x;
tmpvar_1.y = v_texcoord0.y;
tmpvar_1.xy = v_texcoord0;
vec4 tmpvar_2;
tmpvar_2 = (u_mtx * tmpvar_1);
vec3 tmpvar_3;
tmpvar_3 = (tmpvar_2.xyz / tmpvar_2.w);
vec4 tmpvar_4;
tmpvar_4.zw = vec2(1.0, 1.0);
tmpvar_4.x = v_texcoord0.x;
tmpvar_4.y = v_texcoord0.y;
tmpvar_4.xy = v_texcoord0;
vec4 tmpvar_5;
tmpvar_5 = (u_mtx * tmpvar_4);
vec3 tmpvar_6;
tmpvar_6 = (tmpvar_5.xyz / tmpvar_5.w);
float tmpvar_7;
vec3 arg0_8;
arg0_8 = (tmpvar_6 - tmpvar_3);
tmpvar_7 = sqrt(dot (arg0_8, arg0_8));
vec3 x_8;
x_8 = (tmpvar_6 - tmpvar_3);
tmpvar_7 = sqrt(dot (x_8, x_8));
vec3 tmpvar_9;
tmpvar_9 = normalize((tmpvar_6 - tmpvar_3));
vec3 _ray_10;
_ray_10 = tmpvar_3;
vec3 _dir_11;
_dir_11 = tmpvar_9;
int ii_12;
float tt_13;
tt_13 = 0.0;
ii_12 = 0;
for (int ii_12 = 0; ii_12 < 64; ) {
for (int ii_12 = 0; ii_12 < 64; ii_12++) {
vec3 _pos_14;
_pos_14 = (_ray_10 + (_dir_11 * tt_13));
vec3 tmpvar_15;
@@ -56,11 +49,24 @@ void main ()
vec3 _pos_21;
_pos_21 = (_pos_14 + vec3(0.0, 0.0, -4.0));
float tmpvar_22;
tmpvar_22 = min (min (min (min (min (min ((sqrt(dot (tmpvar_15, tmpvar_15)) - 0.5), (sqrt(dot (_pos_16, _pos_16)) - 1.0)), (sqrt(dot (_pos_17, _pos_17)) - 1.0)), (sqrt(dot (_pos_18, _pos_18)) - 1.0)), (sqrt(dot (_pos_19, _pos_19)) - 1.0)), (sqrt(dot (_pos_20, _pos_20)) - 1.0)), (sqrt(dot (_pos_21, _pos_21)) - 1.0));
tmpvar_22 = min (min (min (
min (min (min ((
sqrt(dot (tmpvar_15, tmpvar_15))
- 0.5), (
sqrt(dot (_pos_16, _pos_16))
- 1.0)), (sqrt(
dot (_pos_17, _pos_17)
) - 1.0)), (sqrt(dot (_pos_18, _pos_18)) - 1.0))
,
(sqrt(dot (_pos_19, _pos_19)) - 1.0)
), (
sqrt(dot (_pos_20, _pos_20))
- 1.0)), (sqrt(
dot (_pos_21, _pos_21)
) - 1.0));
if ((tmpvar_22 > 0.001)) {
tt_13 = (tt_13 + tmpvar_22);
};
ii_12 = (ii_12 + 1);
};
float tmpvar_23;
if ((tt_13 < tmpvar_7)) {
@@ -168,16 +174,102 @@ void main ()
vec3 _pos_72;
_pos_72 = (_pos_65 + vec3(0.0, 0.0, -4.0));
vec3 tmpvar_73;
tmpvar_73.x = (min (min (min (min (min (min ((sqrt(dot (tmpvar_26, tmpvar_26)) - 0.5), (sqrt(dot (_pos_27, _pos_27)) - 1.0)), (sqrt(dot (_pos_28, _pos_28)) - 1.0)), (sqrt(dot (_pos_29, _pos_29)) - 1.0)), (sqrt(dot (_pos_30, _pos_30)) - 1.0)), (sqrt(dot (_pos_31, _pos_31)) - 1.0)), (sqrt(dot (_pos_32, _pos_32)) - 1.0)) - min (min (min (min (min (min ((sqrt(dot (tmpvar_34, tmpvar_34)) - 0.5), (sqrt(dot (_pos_35, _pos_35)) - 1.0)), (sqrt(dot (_pos_36, _pos_36)) - 1.0)), (sqrt(dot (_pos_37, _pos_37)) - 1.0)), (sqrt(dot (_pos_38, _pos_38)) - 1.0)), (sqrt(dot (_pos_39, _pos_39)) - 1.0)), (sqrt(dot (_pos_40, _pos_40)) - 1.0)));
tmpvar_73.y = (min (min (min (min (min (min ((sqrt(dot (tmpvar_42, tmpvar_42)) - 0.5), (sqrt(dot (_pos_43, _pos_43)) - 1.0)), (sqrt(dot (_pos_44, _pos_44)) - 1.0)), (sqrt(dot (_pos_45, _pos_45)) - 1.0)), (sqrt(dot (_pos_46, _pos_46)) - 1.0)), (sqrt(dot (_pos_47, _pos_47)) - 1.0)), (sqrt(dot (_pos_48, _pos_48)) - 1.0)) - min (min (min (min (min (min ((sqrt(dot (tmpvar_50, tmpvar_50)) - 0.5), (sqrt(dot (_pos_51, _pos_51)) - 1.0)), (sqrt(dot (_pos_52, _pos_52)) - 1.0)), (sqrt(dot (_pos_53, _pos_53)) - 1.0)), (sqrt(dot (_pos_54, _pos_54)) - 1.0)), (sqrt(dot (_pos_55, _pos_55)) - 1.0)), (sqrt(dot (_pos_56, _pos_56)) - 1.0)));
tmpvar_73.z = (min (min (min (min (min (min ((sqrt(dot (tmpvar_58, tmpvar_58)) - 0.5), (sqrt(dot (_pos_59, _pos_59)) - 1.0)), (sqrt(dot (_pos_60, _pos_60)) - 1.0)), (sqrt(dot (_pos_61, _pos_61)) - 1.0)), (sqrt(dot (_pos_62, _pos_62)) - 1.0)), (sqrt(dot (_pos_63, _pos_63)) - 1.0)), (sqrt(dot (_pos_64, _pos_64)) - 1.0)) - min (min (min (min (min (min ((sqrt(dot (tmpvar_66, tmpvar_66)) - 0.5), (sqrt(dot (_pos_67, _pos_67)) - 1.0)), (sqrt(dot (_pos_68, _pos_68)) - 1.0)), (sqrt(dot (_pos_69, _pos_69)) - 1.0)), (sqrt(dot (_pos_70, _pos_70)) - 1.0)), (sqrt(dot (_pos_71, _pos_71)) - 1.0)), (sqrt(dot (_pos_72, _pos_72)) - 1.0)));
tmpvar_73.x = (min (min (
min (min (min (min (
(sqrt(dot (tmpvar_26, tmpvar_26)) - 0.5)
,
(sqrt(dot (_pos_27, _pos_27)) - 1.0)
), (
sqrt(dot (_pos_28, _pos_28))
- 1.0)), (sqrt(
dot (_pos_29, _pos_29)
) - 1.0)), (sqrt(dot (_pos_30, _pos_30)) - 1.0))
,
(sqrt(dot (_pos_31, _pos_31)) - 1.0)
), (
sqrt(dot (_pos_32, _pos_32))
- 1.0)) - min (min (
min (min (min (min (
(sqrt(dot (tmpvar_34, tmpvar_34)) - 0.5)
,
(sqrt(dot (_pos_35, _pos_35)) - 1.0)
), (
sqrt(dot (_pos_36, _pos_36))
- 1.0)), (sqrt(
dot (_pos_37, _pos_37)
) - 1.0)), (sqrt(dot (_pos_38, _pos_38)) - 1.0))
,
(sqrt(dot (_pos_39, _pos_39)) - 1.0)
), (
sqrt(dot (_pos_40, _pos_40))
- 1.0)));
tmpvar_73.y = (min (min (
min (min (min (min (
(sqrt(dot (tmpvar_42, tmpvar_42)) - 0.5)
,
(sqrt(dot (_pos_43, _pos_43)) - 1.0)
), (
sqrt(dot (_pos_44, _pos_44))
- 1.0)), (sqrt(
dot (_pos_45, _pos_45)
) - 1.0)), (sqrt(dot (_pos_46, _pos_46)) - 1.0))
,
(sqrt(dot (_pos_47, _pos_47)) - 1.0)
), (
sqrt(dot (_pos_48, _pos_48))
- 1.0)) - min (min (
min (min (min (min (
(sqrt(dot (tmpvar_50, tmpvar_50)) - 0.5)
,
(sqrt(dot (_pos_51, _pos_51)) - 1.0)
), (
sqrt(dot (_pos_52, _pos_52))
- 1.0)), (sqrt(
dot (_pos_53, _pos_53)
) - 1.0)), (sqrt(dot (_pos_54, _pos_54)) - 1.0))
,
(sqrt(dot (_pos_55, _pos_55)) - 1.0)
), (
sqrt(dot (_pos_56, _pos_56))
- 1.0)));
tmpvar_73.z = (min (min (
min (min (min (min (
(sqrt(dot (tmpvar_58, tmpvar_58)) - 0.5)
,
(sqrt(dot (_pos_59, _pos_59)) - 1.0)
), (
sqrt(dot (_pos_60, _pos_60))
- 1.0)), (sqrt(
dot (_pos_61, _pos_61)
) - 1.0)), (sqrt(dot (_pos_62, _pos_62)) - 1.0))
,
(sqrt(dot (_pos_63, _pos_63)) - 1.0)
), (
sqrt(dot (_pos_64, _pos_64))
- 1.0)) - min (min (
min (min (min (min (
(sqrt(dot (tmpvar_66, tmpvar_66)) - 0.5)
,
(sqrt(dot (_pos_67, _pos_67)) - 1.0)
), (
sqrt(dot (_pos_68, _pos_68))
- 1.0)), (sqrt(
dot (_pos_69, _pos_69)
) - 1.0)), (sqrt(dot (_pos_70, _pos_70)) - 1.0))
,
(sqrt(dot (_pos_71, _pos_71)) - 1.0)
), (
sqrt(dot (_pos_72, _pos_72))
- 1.0)));
vec3 tmpvar_74;
tmpvar_74 = normalize(tmpvar_73);
float tmpvar_75;
tmpvar_75 = dot (tmpvar_74, u_lightDir);
vec2 tmpvar_76;
tmpvar_76.x = tmpvar_75;
tmpvar_76.y = dot ((u_lightDir - ((2.0 * tmpvar_75) * tmpvar_74)), tmpvar_9);
tmpvar_76.y = dot ((u_lightDir - (
(2.0 * tmpvar_75)
* tmpvar_74)), tmpvar_9);
float tmpvar_77;
tmpvar_77 = max (0.0, tmpvar_75);
vec4 tmpvar_78;
@@ -185,16 +277,16 @@ void main ()
tmpvar_78.y = tmpvar_77;
tmpvar_78.z = (float((tmpvar_75 >= 0.0)) * max (0.0, tmpvar_76.y));
float tmpvar_79;
tmpvar_79 = ((0.9 * tmpvar_77) + (pow (tmpvar_78.z, 128.0) * max ((0.2 + (0.8 * pow ((1.0 - tmpvar_75), 5.0))), 0.0)));
tmpvar_79 = ((0.9 * tmpvar_77) + (pow (tmpvar_78.z, 128.0) * max (
(0.2 + (0.8 * pow ((1.0 - tmpvar_75), 5.0)))
, 0.0)));
vec3 _pos_80;
_pos_80 = tmpvar_24;
vec3 _normal_81;
_normal_81 = tmpvar_74;
int ii_82;
float occ_83;
occ_83 = 0.0;
ii_82 = 1;
for (int ii_82 = 1; ii_82 < 4; ) {
for (int ii_82 = 1; ii_82 < 4; ii_82++) {
float tmpvar_84;
tmpvar_84 = float(ii_82);
vec3 _pos_85;
@@ -213,8 +305,23 @@ void main ()
_pos_91 = (_pos_85 + vec3(0.0, 0.0, 4.0));
vec3 _pos_92;
_pos_92 = (_pos_85 + vec3(0.0, 0.0, -4.0));
occ_83 = (occ_83 + (((tmpvar_84 * 0.2) - min (min (min (min (min (min ((sqrt(dot (tmpvar_86, tmpvar_86)) - 0.5), (sqrt(dot (_pos_87, _pos_87)) - 1.0)), (sqrt(dot (_pos_88, _pos_88)) - 1.0)), (sqrt(dot (_pos_89, _pos_89)) - 1.0)), (sqrt(dot (_pos_90, _pos_90)) - 1.0)), (sqrt(dot (_pos_91, _pos_91)) - 1.0)), (sqrt(dot (_pos_92, _pos_92)) - 1.0))) / pow (2.0, tmpvar_84)));
ii_82 = (ii_82 + 1);
occ_83 = (occ_83 + ((
(tmpvar_84 * 0.2)
-
min (min (min (min (
min (min ((sqrt(
dot (tmpvar_86, tmpvar_86)
) - 0.5), (sqrt(
dot (_pos_87, _pos_87)
) - 1.0)), (sqrt(dot (_pos_88, _pos_88)) - 1.0))
,
(sqrt(dot (_pos_89, _pos_89)) - 1.0)
), (
sqrt(dot (_pos_90, _pos_90))
- 1.0)), (sqrt(
dot (_pos_91, _pos_91)
) - 1.0)), (sqrt(dot (_pos_92, _pos_92)) - 1.0))
) / exp2(tmpvar_84)));
};
float tmpvar_93;
tmpvar_93 = pow ((tmpvar_79 * (1.0 - occ_83)), 0.454545);
@@ -224,10 +331,10 @@ void main ()
tmpvar_94.y = tmpvar_93;
tmpvar_94.z = tmpvar_93;
gl_FragColor = tmpvar_94;
gl_FragDepth = (tmpvar_23 / tmpvar_7);
gl_FragDepth = (tmpvar_23 / tmpvar_7);
} else {
gl_FragColor = v_color0;
gl_FragDepth = 1.0;
gl_FragDepth = 1.0;
};
}

View File

@@ -1,33 +1,30 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap3;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap0;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform sampler2D u_shadowMap0;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap3;
void main ()
{
float visibility_1;
vec3 colorCoverage_2;
lowp float visibility_1;
lowp vec3 colorCoverage_2;
vec2 tmpvar_3;
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
vec2 tmpvar_4;
@@ -77,16 +74,16 @@ void main ()
} else {
tmpvar_17 = bool(0);
};
float tmpvar_19;
lowp float tmpvar_19;
tmpvar_19 = (float(tmpvar_17) * 0.4);
vec3 tmpvar_20;
lowp vec3 tmpvar_20;
tmpvar_20.x = -(tmpvar_19);
tmpvar_20.y = tmpvar_19;
tmpvar_20.z = -(tmpvar_19);
colorCoverage_2 = tmpvar_20;
float _depthMultiplier_21;
_depthMultiplier_21 = (u_params1.w * u_params1.z);
float tmpvar_22;
lowp float tmpvar_22;
vec2 tmpvar_23;
tmpvar_23 = (v_texcoord1.xy / v_texcoord1.w);
bool tmpvar_24;
@@ -98,7 +95,9 @@ void main ()
if (tmpvar_24) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = clamp (exp((_depthMultiplier_21 * (dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)))), 0.0, 1.0);
tmpvar_22 = clamp (exp((_depthMultiplier_21 *
(dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord1.z - u_params1.x) / v_texcoord1.w))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_22;
} else {
@@ -115,16 +114,16 @@ void main ()
} else {
tmpvar_27 = bool(0);
};
float tmpvar_29;
lowp float tmpvar_29;
tmpvar_29 = (float(tmpvar_27) * 0.4);
vec3 tmpvar_30;
lowp vec3 tmpvar_30;
tmpvar_30.x = tmpvar_29;
tmpvar_30.y = tmpvar_29;
tmpvar_30.z = -(tmpvar_29);
colorCoverage_2 = tmpvar_30;
float _depthMultiplier_31;
_depthMultiplier_31 = (u_params1.w * u_params1.z);
float tmpvar_32;
lowp float tmpvar_32;
vec2 tmpvar_33;
tmpvar_33 = (v_texcoord2.xy / v_texcoord2.w);
bool tmpvar_34;
@@ -136,7 +135,9 @@ void main ()
if (tmpvar_34) {
tmpvar_32 = 1.0;
} else {
tmpvar_32 = clamp (exp((_depthMultiplier_31 * (dot (texture2D (u_shadowMap1, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)))), 0.0, 1.0);
tmpvar_32 = clamp (exp((_depthMultiplier_31 *
(dot (texture2D (u_shadowMap1, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord2.z - u_params1.x) / v_texcoord2.w))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_32;
} else {
@@ -153,16 +154,16 @@ void main ()
} else {
tmpvar_37 = bool(0);
};
float tmpvar_39;
lowp float tmpvar_39;
tmpvar_39 = (float(tmpvar_37) * 0.4);
vec3 tmpvar_40;
lowp vec3 tmpvar_40;
tmpvar_40.x = -(tmpvar_39);
tmpvar_40.y = -(tmpvar_39);
tmpvar_40.z = tmpvar_39;
colorCoverage_2 = tmpvar_40;
float _depthMultiplier_41;
_depthMultiplier_41 = (u_params1.w * u_params1.z);
float tmpvar_42;
lowp float tmpvar_42;
vec2 tmpvar_43;
tmpvar_43 = (v_texcoord3.xy / v_texcoord3.w);
bool tmpvar_44;
@@ -174,7 +175,9 @@ void main ()
if (tmpvar_44) {
tmpvar_42 = 1.0;
} else {
tmpvar_42 = clamp (exp((_depthMultiplier_41 * (dot (texture2D (u_shadowMap2, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)))), 0.0, 1.0);
tmpvar_42 = clamp (exp((_depthMultiplier_41 *
(dot (texture2D (u_shadowMap2, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord3.z - u_params1.x) / v_texcoord3.w))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_42;
} else {
@@ -190,16 +193,16 @@ void main ()
} else {
tmpvar_47 = bool(0);
};
float tmpvar_49;
lowp float tmpvar_49;
tmpvar_49 = (float(tmpvar_47) * 0.4);
vec3 tmpvar_50;
lowp vec3 tmpvar_50;
tmpvar_50.x = tmpvar_49;
tmpvar_50.y = -(tmpvar_49);
tmpvar_50.z = -(tmpvar_49);
colorCoverage_2 = tmpvar_50;
float _depthMultiplier_51;
_depthMultiplier_51 = (u_params1.w * u_params1.z);
float tmpvar_52;
lowp float tmpvar_52;
vec2 tmpvar_53;
tmpvar_53 = (v_texcoord4.xy / v_texcoord4.w);
bool tmpvar_54;
@@ -211,7 +214,9 @@ void main ()
if (tmpvar_54) {
tmpvar_52 = 1.0;
} else {
tmpvar_52 = clamp (exp((_depthMultiplier_51 * (dot (texture2D (u_shadowMap3, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)))), 0.0, 1.0);
tmpvar_52 = clamp (exp((_depthMultiplier_51 *
(dot (texture2D (u_shadowMap3, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord4.z - u_params1.x) / v_texcoord4.w))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_52;
};
@@ -233,18 +238,48 @@ void main ()
tmpvar_60 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_61;
tmpvar_61 = sqrt(dot (tmpvar_58, tmpvar_58));
tmpvar_57 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61)) + ((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)))) * mix (clamp (((max (0.0, dot (-(tmpvar_59), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_60) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_60)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_57 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61))
+
((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_59)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_60) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_60))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_62;
tmpvar_62 = dot (v_normal, tmpvar_56);
vec2 tmpvar_63;
tmpvar_63.x = tmpvar_62;
tmpvar_63.y = (((float((tmpvar_62 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_62) * v_normal) - tmpvar_56), tmpvar_55)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_63.y = (((
float((tmpvar_62 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_62) * v_normal)
- tmpvar_56), tmpvar_55)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_64;
tmpvar_64 = (max (tmpvar_63, 0.0) * tmpvar_57);
float tmpvar_65;
tmpvar_65 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
lowp vec3 tmpvar_66;
tmpvar_66 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y))
* u_color.xyz) * visibility_1)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_66;
gl_FragColor.w = 1.0;
}

View File

@@ -1,33 +1,30 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap3;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap0;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform sampler2D u_shadowMap0;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap3;
void main ()
{
float visibility_1;
vec3 colorCoverage_2;
lowp float visibility_1;
lowp vec3 colorCoverage_2;
vec2 tmpvar_3;
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
vec2 tmpvar_4;
@@ -77,9 +74,9 @@ void main ()
} else {
tmpvar_17 = bool(0);
};
float tmpvar_19;
lowp float tmpvar_19;
tmpvar_19 = (float(tmpvar_17) * 0.4);
vec3 tmpvar_20;
lowp vec3 tmpvar_20;
tmpvar_20.x = -(tmpvar_19);
tmpvar_20.y = tmpvar_19;
tmpvar_20.z = -(tmpvar_19);
@@ -90,7 +87,7 @@ void main ()
tmpvar_21.z = v_texcoord1.z;
float _depthMultiplier_22;
_depthMultiplier_22 = (u_params1.w * u_params1.z);
float tmpvar_23;
lowp float tmpvar_23;
bool tmpvar_24;
if (any(greaterThan (tmpvar_21.xy, vec2(1.0, 1.0)))) {
tmpvar_24 = bool(1);
@@ -100,7 +97,9 @@ void main ()
if (tmpvar_24) {
tmpvar_23 = 1.0;
} else {
tmpvar_23 = clamp (exp((_depthMultiplier_22 * (dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord1.z - u_params1.x)))), 0.0, 1.0);
tmpvar_23 = clamp (exp((_depthMultiplier_22 *
(dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord1.z - u_params1.x))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_23;
} else {
@@ -117,9 +116,9 @@ void main ()
} else {
tmpvar_27 = bool(0);
};
float tmpvar_29;
lowp float tmpvar_29;
tmpvar_29 = (float(tmpvar_27) * 0.4);
vec3 tmpvar_30;
lowp vec3 tmpvar_30;
tmpvar_30.x = tmpvar_29;
tmpvar_30.y = tmpvar_29;
tmpvar_30.z = -(tmpvar_29);
@@ -130,7 +129,7 @@ void main ()
tmpvar_31.z = v_texcoord2.z;
float _depthMultiplier_32;
_depthMultiplier_32 = (u_params1.w * u_params1.z);
float tmpvar_33;
lowp float tmpvar_33;
bool tmpvar_34;
if (any(greaterThan (tmpvar_31.xy, vec2(1.0, 1.0)))) {
tmpvar_34 = bool(1);
@@ -140,7 +139,9 @@ void main ()
if (tmpvar_34) {
tmpvar_33 = 1.0;
} else {
tmpvar_33 = clamp (exp((_depthMultiplier_32 * (dot (texture2D (u_shadowMap1, tmpvar_31.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord2.z - u_params1.x)))), 0.0, 1.0);
tmpvar_33 = clamp (exp((_depthMultiplier_32 *
(dot (texture2D (u_shadowMap1, tmpvar_31.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord2.z - u_params1.x))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_33;
} else {
@@ -157,9 +158,9 @@ void main ()
} else {
tmpvar_37 = bool(0);
};
float tmpvar_39;
lowp float tmpvar_39;
tmpvar_39 = (float(tmpvar_37) * 0.4);
vec3 tmpvar_40;
lowp vec3 tmpvar_40;
tmpvar_40.x = -(tmpvar_39);
tmpvar_40.y = -(tmpvar_39);
tmpvar_40.z = tmpvar_39;
@@ -170,7 +171,7 @@ void main ()
tmpvar_41.z = v_texcoord3.z;
float _depthMultiplier_42;
_depthMultiplier_42 = (u_params1.w * u_params1.z);
float tmpvar_43;
lowp float tmpvar_43;
bool tmpvar_44;
if (any(greaterThan (tmpvar_41.xy, vec2(1.0, 1.0)))) {
tmpvar_44 = bool(1);
@@ -180,7 +181,9 @@ void main ()
if (tmpvar_44) {
tmpvar_43 = 1.0;
} else {
tmpvar_43 = clamp (exp((_depthMultiplier_42 * (dot (texture2D (u_shadowMap2, tmpvar_41.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord3.z - u_params1.x)))), 0.0, 1.0);
tmpvar_43 = clamp (exp((_depthMultiplier_42 *
(dot (texture2D (u_shadowMap2, tmpvar_41.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord3.z - u_params1.x))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_43;
} else {
@@ -196,9 +199,9 @@ void main ()
} else {
tmpvar_47 = bool(0);
};
float tmpvar_49;
lowp float tmpvar_49;
tmpvar_49 = (float(tmpvar_47) * 0.4);
vec3 tmpvar_50;
lowp vec3 tmpvar_50;
tmpvar_50.x = tmpvar_49;
tmpvar_50.y = -(tmpvar_49);
tmpvar_50.z = -(tmpvar_49);
@@ -209,7 +212,7 @@ void main ()
tmpvar_51.z = v_texcoord4.z;
float _depthMultiplier_52;
_depthMultiplier_52 = (u_params1.w * u_params1.z);
float tmpvar_53;
lowp float tmpvar_53;
bool tmpvar_54;
if (any(greaterThan (tmpvar_51.xy, vec2(1.0, 1.0)))) {
tmpvar_54 = bool(1);
@@ -219,7 +222,9 @@ void main ()
if (tmpvar_54) {
tmpvar_53 = 1.0;
} else {
tmpvar_53 = clamp (exp((_depthMultiplier_52 * (dot (texture2D (u_shadowMap3, tmpvar_51.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord4.z - u_params1.x)))), 0.0, 1.0);
tmpvar_53 = clamp (exp((_depthMultiplier_52 *
(dot (texture2D (u_shadowMap3, tmpvar_51.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord4.z - u_params1.x))
)), 0.0, 1.0);
};
visibility_1 = tmpvar_53;
};
@@ -241,18 +246,48 @@ void main ()
tmpvar_60 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_61;
tmpvar_61 = sqrt(dot (tmpvar_58, tmpvar_58));
tmpvar_57 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61)) + ((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)))) * mix (clamp (((max (0.0, dot (-(tmpvar_59), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_60) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_60)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_57 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61))
+
((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_59)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_60) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_60))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_62;
tmpvar_62 = dot (v_normal, tmpvar_56);
vec2 tmpvar_63;
tmpvar_63.x = tmpvar_62;
tmpvar_63.y = (((float((tmpvar_62 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_62) * v_normal) - tmpvar_56), tmpvar_55)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_63.y = (((
float((tmpvar_62 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_62) * v_normal)
- tmpvar_56), tmpvar_55)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_64;
tmpvar_64 = (max (tmpvar_63, 0.0) * tmpvar_57);
float tmpvar_65;
tmpvar_65 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
lowp vec3 tmpvar_66;
tmpvar_66 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y))
* u_color.xyz) * visibility_1)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_66;
gl_FragColor.w = 1.0;
}

View File

@@ -1,33 +1,30 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap3;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap0;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform sampler2D u_shadowMap0;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap3;
void main ()
{
float visibility_1;
vec3 colorCoverage_2;
lowp float visibility_1;
lowp vec3 colorCoverage_2;
vec2 tmpvar_3;
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
vec2 tmpvar_4;
@@ -77,14 +74,14 @@ void main ()
} else {
tmpvar_17 = bool(0);
};
float tmpvar_19;
lowp float tmpvar_19;
tmpvar_19 = (float(tmpvar_17) * 0.4);
vec3 tmpvar_20;
lowp vec3 tmpvar_20;
tmpvar_20.x = -(tmpvar_19);
tmpvar_20.y = tmpvar_19;
tmpvar_20.z = -(tmpvar_19);
colorCoverage_2 = tmpvar_20;
float tmpvar_21;
lowp float tmpvar_21;
vec2 tmpvar_22;
tmpvar_22 = (v_texcoord1.xy / v_texcoord1.w);
bool tmpvar_23;
@@ -96,7 +93,9 @@ void main ()
if (tmpvar_23) {
tmpvar_21 = 1.0;
} else {
tmpvar_21 = float((dot (texture2D (u_shadowMap0, tmpvar_22), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)));
tmpvar_21 = float((dot (texture2D (u_shadowMap0, tmpvar_22), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(v_texcoord1.z - u_params1.x)
/ v_texcoord1.w)));
};
visibility_1 = tmpvar_21;
} else {
@@ -113,14 +112,14 @@ void main ()
} else {
tmpvar_26 = bool(0);
};
float tmpvar_28;
lowp float tmpvar_28;
tmpvar_28 = (float(tmpvar_26) * 0.4);
vec3 tmpvar_29;
lowp vec3 tmpvar_29;
tmpvar_29.x = tmpvar_28;
tmpvar_29.y = tmpvar_28;
tmpvar_29.z = -(tmpvar_28);
colorCoverage_2 = tmpvar_29;
float tmpvar_30;
lowp float tmpvar_30;
vec2 tmpvar_31;
tmpvar_31 = (v_texcoord2.xy / v_texcoord2.w);
bool tmpvar_32;
@@ -132,7 +131,9 @@ void main ()
if (tmpvar_32) {
tmpvar_30 = 1.0;
} else {
tmpvar_30 = float((dot (texture2D (u_shadowMap1, tmpvar_31), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)));
tmpvar_30 = float((dot (texture2D (u_shadowMap1, tmpvar_31), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(v_texcoord2.z - u_params1.x)
/ v_texcoord2.w)));
};
visibility_1 = tmpvar_30;
} else {
@@ -149,14 +150,14 @@ void main ()
} else {
tmpvar_35 = bool(0);
};
float tmpvar_37;
lowp float tmpvar_37;
tmpvar_37 = (float(tmpvar_35) * 0.4);
vec3 tmpvar_38;
lowp vec3 tmpvar_38;
tmpvar_38.x = -(tmpvar_37);
tmpvar_38.y = -(tmpvar_37);
tmpvar_38.z = tmpvar_37;
colorCoverage_2 = tmpvar_38;
float tmpvar_39;
lowp float tmpvar_39;
vec2 tmpvar_40;
tmpvar_40 = (v_texcoord3.xy / v_texcoord3.w);
bool tmpvar_41;
@@ -168,7 +169,9 @@ void main ()
if (tmpvar_41) {
tmpvar_39 = 1.0;
} else {
tmpvar_39 = float((dot (texture2D (u_shadowMap2, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)));
tmpvar_39 = float((dot (texture2D (u_shadowMap2, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(v_texcoord3.z - u_params1.x)
/ v_texcoord3.w)));
};
visibility_1 = tmpvar_39;
} else {
@@ -184,14 +187,14 @@ void main ()
} else {
tmpvar_44 = bool(0);
};
float tmpvar_46;
lowp float tmpvar_46;
tmpvar_46 = (float(tmpvar_44) * 0.4);
vec3 tmpvar_47;
lowp vec3 tmpvar_47;
tmpvar_47.x = tmpvar_46;
tmpvar_47.y = -(tmpvar_46);
tmpvar_47.z = -(tmpvar_46);
colorCoverage_2 = tmpvar_47;
float tmpvar_48;
lowp float tmpvar_48;
vec2 tmpvar_49;
tmpvar_49 = (v_texcoord4.xy / v_texcoord4.w);
bool tmpvar_50;
@@ -203,7 +206,9 @@ void main ()
if (tmpvar_50) {
tmpvar_48 = 1.0;
} else {
tmpvar_48 = float((dot (texture2D (u_shadowMap3, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)));
tmpvar_48 = float((dot (texture2D (u_shadowMap3, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(v_texcoord4.z - u_params1.x)
/ v_texcoord4.w)));
};
visibility_1 = tmpvar_48;
};
@@ -225,18 +230,48 @@ void main ()
tmpvar_56 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_57;
tmpvar_57 = sqrt(dot (tmpvar_54, tmpvar_54));
tmpvar_53 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57)) + ((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)))) * mix (clamp (((max (0.0, dot (-(tmpvar_55), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_56) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_56)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_53 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57))
+
((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_55)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_56) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_56))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_58;
tmpvar_58 = dot (v_normal, tmpvar_52);
vec2 tmpvar_59;
tmpvar_59.x = tmpvar_58;
tmpvar_59.y = (((float((tmpvar_58 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_58) * v_normal) - tmpvar_52), tmpvar_51)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_59.y = (((
float((tmpvar_58 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_58) * v_normal)
- tmpvar_52), tmpvar_51)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_60;
tmpvar_60 = (max (tmpvar_59, 0.0) * tmpvar_53);
float tmpvar_61;
tmpvar_61 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
lowp vec3 tmpvar_62;
tmpvar_62 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y))
* u_color.xyz) * visibility_1)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_62;
gl_FragColor.w = 1.0;
}

View File

@@ -1,33 +1,30 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap3;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap0;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform sampler2D u_shadowMap0;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap3;
void main ()
{
float visibility_1;
vec3 colorCoverage_2;
lowp float visibility_1;
lowp vec3 colorCoverage_2;
vec2 tmpvar_3;
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
vec2 tmpvar_4;
@@ -77,9 +74,9 @@ void main ()
} else {
tmpvar_17 = bool(0);
};
float tmpvar_19;
lowp float tmpvar_19;
tmpvar_19 = (float(tmpvar_17) * 0.4);
vec3 tmpvar_20;
lowp vec3 tmpvar_20;
tmpvar_20.x = -(tmpvar_19);
tmpvar_20.y = tmpvar_19;
tmpvar_20.z = -(tmpvar_19);
@@ -88,7 +85,7 @@ void main ()
tmpvar_21.w = 1.0;
tmpvar_21.xy = (v_texcoord1.xy / v_texcoord1.w);
tmpvar_21.z = v_texcoord1.z;
float tmpvar_22;
lowp float tmpvar_22;
bool tmpvar_23;
if (any(greaterThan (tmpvar_21.xy, vec2(1.0, 1.0)))) {
tmpvar_23 = bool(1);
@@ -115,9 +112,9 @@ void main ()
} else {
tmpvar_26 = bool(0);
};
float tmpvar_28;
lowp float tmpvar_28;
tmpvar_28 = (float(tmpvar_26) * 0.4);
vec3 tmpvar_29;
lowp vec3 tmpvar_29;
tmpvar_29.x = tmpvar_28;
tmpvar_29.y = tmpvar_28;
tmpvar_29.z = -(tmpvar_28);
@@ -126,7 +123,7 @@ void main ()
tmpvar_30.w = 1.0;
tmpvar_30.xy = (v_texcoord2.xy / v_texcoord2.w);
tmpvar_30.z = v_texcoord2.z;
float tmpvar_31;
lowp float tmpvar_31;
bool tmpvar_32;
if (any(greaterThan (tmpvar_30.xy, vec2(1.0, 1.0)))) {
tmpvar_32 = bool(1);
@@ -153,9 +150,9 @@ void main ()
} else {
tmpvar_35 = bool(0);
};
float tmpvar_37;
lowp float tmpvar_37;
tmpvar_37 = (float(tmpvar_35) * 0.4);
vec3 tmpvar_38;
lowp vec3 tmpvar_38;
tmpvar_38.x = -(tmpvar_37);
tmpvar_38.y = -(tmpvar_37);
tmpvar_38.z = tmpvar_37;
@@ -164,7 +161,7 @@ void main ()
tmpvar_39.w = 1.0;
tmpvar_39.xy = (v_texcoord3.xy / v_texcoord3.w);
tmpvar_39.z = v_texcoord3.z;
float tmpvar_40;
lowp float tmpvar_40;
bool tmpvar_41;
if (any(greaterThan (tmpvar_39.xy, vec2(1.0, 1.0)))) {
tmpvar_41 = bool(1);
@@ -190,9 +187,9 @@ void main ()
} else {
tmpvar_44 = bool(0);
};
float tmpvar_46;
lowp float tmpvar_46;
tmpvar_46 = (float(tmpvar_44) * 0.4);
vec3 tmpvar_47;
lowp vec3 tmpvar_47;
tmpvar_47.x = tmpvar_46;
tmpvar_47.y = -(tmpvar_46);
tmpvar_47.z = -(tmpvar_46);
@@ -201,7 +198,7 @@ void main ()
tmpvar_48.w = 1.0;
tmpvar_48.xy = (v_texcoord4.xy / v_texcoord4.w);
tmpvar_48.z = v_texcoord4.z;
float tmpvar_49;
lowp float tmpvar_49;
bool tmpvar_50;
if (any(greaterThan (tmpvar_48.xy, vec2(1.0, 1.0)))) {
tmpvar_50 = bool(1);
@@ -233,18 +230,48 @@ void main ()
tmpvar_56 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_57;
tmpvar_57 = sqrt(dot (tmpvar_54, tmpvar_54));
tmpvar_53 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57)) + ((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)))) * mix (clamp (((max (0.0, dot (-(tmpvar_55), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_56) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_56)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_53 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57))
+
((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_55)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_56) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_56))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_58;
tmpvar_58 = dot (v_normal, tmpvar_52);
vec2 tmpvar_59;
tmpvar_59.x = tmpvar_58;
tmpvar_59.y = (((float((tmpvar_58 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_58) * v_normal) - tmpvar_52), tmpvar_51)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_59.y = (((
float((tmpvar_58 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_58) * v_normal)
- tmpvar_52), tmpvar_51)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_60;
tmpvar_60 = (max (tmpvar_59, 0.0) * tmpvar_53);
float tmpvar_61;
tmpvar_61 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
lowp vec3 tmpvar_62;
tmpvar_62 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y))
* u_color.xyz) * visibility_1)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_62;
gl_FragColor.w = 1.0;
}

View File

@@ -1,24 +1,21 @@
FSHpjH#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap0;
uniform vec4 u_smSamplingParams;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_shadowcoord;
FSHpjHprecision highp float;
varying vec3 v_normal;
varying vec4 v_shadowcoord;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_smSamplingParams;
uniform sampler2D u_shadowMap0;
void main ()
{
vec2 _texcoord_1;
@@ -33,14 +30,14 @@ void main ()
} else {
tmpvar_3 = bool(0);
};
float tmpvar_5;
lowp float tmpvar_5;
tmpvar_5 = (float(tmpvar_3) * 0.3);
vec3 tmpvar_6;
lowp vec3 tmpvar_6;
tmpvar_6.x = tmpvar_5;
tmpvar_6.y = -(tmpvar_5);
tmpvar_6.z = -(tmpvar_5);
float tmpvar_7;
float result_8;
lowp float tmpvar_7;
lowp float result_8;
result_8 = 0.0;
vec2 tmpvar_9;
tmpvar_9 = ((u_smSamplingParams.zw * u_params2.zz) * v_shadowcoord.w);
@@ -49,7 +46,7 @@ void main ()
tmpvar_10.xy = (vec2(-1.5, -1.5) * tmpvar_9);
vec4 _shadowCoord_11;
_shadowCoord_11 = (v_shadowcoord + tmpvar_10);
float tmpvar_12;
lowp float tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = (_shadowCoord_11.xy / _shadowCoord_11.w);
bool tmpvar_14;
@@ -61,7 +58,9 @@ void main ()
if (tmpvar_14) {
tmpvar_12 = 1.0;
} else {
tmpvar_12 = float((dot (texture2D (u_shadowMap0, tmpvar_13), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_11.z - u_params1.x) / _shadowCoord_11.w)));
tmpvar_12 = float((dot (texture2D (u_shadowMap0, tmpvar_13), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_11.z - u_params1.x)
/ _shadowCoord_11.w)));
};
result_8 = tmpvar_12;
vec4 tmpvar_15;
@@ -69,7 +68,7 @@ void main ()
tmpvar_15.xy = (vec2(-1.5, -0.5) * tmpvar_9);
vec4 _shadowCoord_16;
_shadowCoord_16 = (v_shadowcoord + tmpvar_15);
float tmpvar_17;
lowp float tmpvar_17;
vec2 tmpvar_18;
tmpvar_18 = (_shadowCoord_16.xy / _shadowCoord_16.w);
bool tmpvar_19;
@@ -81,7 +80,9 @@ void main ()
if (tmpvar_19) {
tmpvar_17 = 1.0;
} else {
tmpvar_17 = float((dot (texture2D (u_shadowMap0, tmpvar_18), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_16.z - u_params1.x) / _shadowCoord_16.w)));
tmpvar_17 = float((dot (texture2D (u_shadowMap0, tmpvar_18), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_16.z - u_params1.x)
/ _shadowCoord_16.w)));
};
result_8 = (tmpvar_12 + tmpvar_17);
vec4 tmpvar_20;
@@ -89,7 +90,7 @@ void main ()
tmpvar_20.xy = (vec2(-1.5, 0.5) * tmpvar_9);
vec4 _shadowCoord_21;
_shadowCoord_21 = (v_shadowcoord + tmpvar_20);
float tmpvar_22;
lowp float tmpvar_22;
vec2 tmpvar_23;
tmpvar_23 = (_shadowCoord_21.xy / _shadowCoord_21.w);
bool tmpvar_24;
@@ -101,7 +102,9 @@ void main ()
if (tmpvar_24) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_21.z - u_params1.x) / _shadowCoord_21.w)));
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_21.z - u_params1.x)
/ _shadowCoord_21.w)));
};
result_8 = (result_8 + tmpvar_22);
vec4 tmpvar_25;
@@ -109,7 +112,7 @@ void main ()
tmpvar_25.xy = (vec2(-1.5, 1.5) * tmpvar_9);
vec4 _shadowCoord_26;
_shadowCoord_26 = (v_shadowcoord + tmpvar_25);
float tmpvar_27;
lowp float tmpvar_27;
vec2 tmpvar_28;
tmpvar_28 = (_shadowCoord_26.xy / _shadowCoord_26.w);
bool tmpvar_29;
@@ -121,7 +124,9 @@ void main ()
if (tmpvar_29) {
tmpvar_27 = 1.0;
} else {
tmpvar_27 = float((dot (texture2D (u_shadowMap0, tmpvar_28), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_26.z - u_params1.x) / _shadowCoord_26.w)));
tmpvar_27 = float((dot (texture2D (u_shadowMap0, tmpvar_28), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_26.z - u_params1.x)
/ _shadowCoord_26.w)));
};
result_8 = (result_8 + tmpvar_27);
vec4 tmpvar_30;
@@ -129,7 +134,7 @@ void main ()
tmpvar_30.xy = (vec2(-0.5, -1.5) * tmpvar_9);
vec4 _shadowCoord_31;
_shadowCoord_31 = (v_shadowcoord + tmpvar_30);
float tmpvar_32;
lowp float tmpvar_32;
vec2 tmpvar_33;
tmpvar_33 = (_shadowCoord_31.xy / _shadowCoord_31.w);
bool tmpvar_34;
@@ -141,7 +146,9 @@ void main ()
if (tmpvar_34) {
tmpvar_32 = 1.0;
} else {
tmpvar_32 = float((dot (texture2D (u_shadowMap0, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_31.z - u_params1.x) / _shadowCoord_31.w)));
tmpvar_32 = float((dot (texture2D (u_shadowMap0, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_31.z - u_params1.x)
/ _shadowCoord_31.w)));
};
result_8 = (result_8 + tmpvar_32);
vec4 tmpvar_35;
@@ -149,7 +156,7 @@ void main ()
tmpvar_35.xy = (vec2(-0.5, -0.5) * tmpvar_9);
vec4 _shadowCoord_36;
_shadowCoord_36 = (v_shadowcoord + tmpvar_35);
float tmpvar_37;
lowp float tmpvar_37;
vec2 tmpvar_38;
tmpvar_38 = (_shadowCoord_36.xy / _shadowCoord_36.w);
bool tmpvar_39;
@@ -161,7 +168,9 @@ void main ()
if (tmpvar_39) {
tmpvar_37 = 1.0;
} else {
tmpvar_37 = float((dot (texture2D (u_shadowMap0, tmpvar_38), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_36.z - u_params1.x) / _shadowCoord_36.w)));
tmpvar_37 = float((dot (texture2D (u_shadowMap0, tmpvar_38), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_36.z - u_params1.x)
/ _shadowCoord_36.w)));
};
result_8 = (result_8 + tmpvar_37);
vec4 tmpvar_40;
@@ -169,7 +178,7 @@ void main ()
tmpvar_40.xy = (vec2(-0.5, 0.5) * tmpvar_9);
vec4 _shadowCoord_41;
_shadowCoord_41 = (v_shadowcoord + tmpvar_40);
float tmpvar_42;
lowp float tmpvar_42;
vec2 tmpvar_43;
tmpvar_43 = (_shadowCoord_41.xy / _shadowCoord_41.w);
bool tmpvar_44;
@@ -181,7 +190,9 @@ void main ()
if (tmpvar_44) {
tmpvar_42 = 1.0;
} else {
tmpvar_42 = float((dot (texture2D (u_shadowMap0, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_41.z - u_params1.x) / _shadowCoord_41.w)));
tmpvar_42 = float((dot (texture2D (u_shadowMap0, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_41.z - u_params1.x)
/ _shadowCoord_41.w)));
};
result_8 = (result_8 + tmpvar_42);
vec4 tmpvar_45;
@@ -189,7 +200,7 @@ void main ()
tmpvar_45.xy = (vec2(-0.5, 1.5) * tmpvar_9);
vec4 _shadowCoord_46;
_shadowCoord_46 = (v_shadowcoord + tmpvar_45);
float tmpvar_47;
lowp float tmpvar_47;
vec2 tmpvar_48;
tmpvar_48 = (_shadowCoord_46.xy / _shadowCoord_46.w);
bool tmpvar_49;
@@ -201,7 +212,9 @@ void main ()
if (tmpvar_49) {
tmpvar_47 = 1.0;
} else {
tmpvar_47 = float((dot (texture2D (u_shadowMap0, tmpvar_48), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_46.z - u_params1.x) / _shadowCoord_46.w)));
tmpvar_47 = float((dot (texture2D (u_shadowMap0, tmpvar_48), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_46.z - u_params1.x)
/ _shadowCoord_46.w)));
};
result_8 = (result_8 + tmpvar_47);
vec4 tmpvar_50;
@@ -209,7 +222,7 @@ void main ()
tmpvar_50.xy = (vec2(0.5, -1.5) * tmpvar_9);
vec4 _shadowCoord_51;
_shadowCoord_51 = (v_shadowcoord + tmpvar_50);
float tmpvar_52;
lowp float tmpvar_52;
vec2 tmpvar_53;
tmpvar_53 = (_shadowCoord_51.xy / _shadowCoord_51.w);
bool tmpvar_54;
@@ -221,7 +234,9 @@ void main ()
if (tmpvar_54) {
tmpvar_52 = 1.0;
} else {
tmpvar_52 = float((dot (texture2D (u_shadowMap0, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_51.z - u_params1.x) / _shadowCoord_51.w)));
tmpvar_52 = float((dot (texture2D (u_shadowMap0, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_51.z - u_params1.x)
/ _shadowCoord_51.w)));
};
result_8 = (result_8 + tmpvar_52);
vec4 tmpvar_55;
@@ -229,7 +244,7 @@ void main ()
tmpvar_55.xy = (vec2(0.5, -0.5) * tmpvar_9);
vec4 _shadowCoord_56;
_shadowCoord_56 = (v_shadowcoord + tmpvar_55);
float tmpvar_57;
lowp float tmpvar_57;
vec2 tmpvar_58;
tmpvar_58 = (_shadowCoord_56.xy / _shadowCoord_56.w);
bool tmpvar_59;
@@ -241,7 +256,9 @@ void main ()
if (tmpvar_59) {
tmpvar_57 = 1.0;
} else {
tmpvar_57 = float((dot (texture2D (u_shadowMap0, tmpvar_58), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_56.z - u_params1.x) / _shadowCoord_56.w)));
tmpvar_57 = float((dot (texture2D (u_shadowMap0, tmpvar_58), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_56.z - u_params1.x)
/ _shadowCoord_56.w)));
};
result_8 = (result_8 + tmpvar_57);
vec4 tmpvar_60;
@@ -249,7 +266,7 @@ void main ()
tmpvar_60.xy = (vec2(0.5, 0.5) * tmpvar_9);
vec4 _shadowCoord_61;
_shadowCoord_61 = (v_shadowcoord + tmpvar_60);
float tmpvar_62;
lowp float tmpvar_62;
vec2 tmpvar_63;
tmpvar_63 = (_shadowCoord_61.xy / _shadowCoord_61.w);
bool tmpvar_64;
@@ -261,7 +278,9 @@ void main ()
if (tmpvar_64) {
tmpvar_62 = 1.0;
} else {
tmpvar_62 = float((dot (texture2D (u_shadowMap0, tmpvar_63), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_61.z - u_params1.x) / _shadowCoord_61.w)));
tmpvar_62 = float((dot (texture2D (u_shadowMap0, tmpvar_63), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_61.z - u_params1.x)
/ _shadowCoord_61.w)));
};
result_8 = (result_8 + tmpvar_62);
vec4 tmpvar_65;
@@ -269,7 +288,7 @@ void main ()
tmpvar_65.xy = (vec2(0.5, 1.5) * tmpvar_9);
vec4 _shadowCoord_66;
_shadowCoord_66 = (v_shadowcoord + tmpvar_65);
float tmpvar_67;
lowp float tmpvar_67;
vec2 tmpvar_68;
tmpvar_68 = (_shadowCoord_66.xy / _shadowCoord_66.w);
bool tmpvar_69;
@@ -281,7 +300,9 @@ void main ()
if (tmpvar_69) {
tmpvar_67 = 1.0;
} else {
tmpvar_67 = float((dot (texture2D (u_shadowMap0, tmpvar_68), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_66.z - u_params1.x) / _shadowCoord_66.w)));
tmpvar_67 = float((dot (texture2D (u_shadowMap0, tmpvar_68), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_66.z - u_params1.x)
/ _shadowCoord_66.w)));
};
result_8 = (result_8 + tmpvar_67);
vec4 tmpvar_70;
@@ -289,7 +310,7 @@ void main ()
tmpvar_70.xy = (vec2(1.5, -1.5) * tmpvar_9);
vec4 _shadowCoord_71;
_shadowCoord_71 = (v_shadowcoord + tmpvar_70);
float tmpvar_72;
lowp float tmpvar_72;
vec2 tmpvar_73;
tmpvar_73 = (_shadowCoord_71.xy / _shadowCoord_71.w);
bool tmpvar_74;
@@ -301,7 +322,9 @@ void main ()
if (tmpvar_74) {
tmpvar_72 = 1.0;
} else {
tmpvar_72 = float((dot (texture2D (u_shadowMap0, tmpvar_73), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_71.z - u_params1.x) / _shadowCoord_71.w)));
tmpvar_72 = float((dot (texture2D (u_shadowMap0, tmpvar_73), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_71.z - u_params1.x)
/ _shadowCoord_71.w)));
};
result_8 = (result_8 + tmpvar_72);
vec4 tmpvar_75;
@@ -309,7 +332,7 @@ void main ()
tmpvar_75.xy = (vec2(1.5, -0.5) * tmpvar_9);
vec4 _shadowCoord_76;
_shadowCoord_76 = (v_shadowcoord + tmpvar_75);
float tmpvar_77;
lowp float tmpvar_77;
vec2 tmpvar_78;
tmpvar_78 = (_shadowCoord_76.xy / _shadowCoord_76.w);
bool tmpvar_79;
@@ -321,7 +344,9 @@ void main ()
if (tmpvar_79) {
tmpvar_77 = 1.0;
} else {
tmpvar_77 = float((dot (texture2D (u_shadowMap0, tmpvar_78), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_76.z - u_params1.x) / _shadowCoord_76.w)));
tmpvar_77 = float((dot (texture2D (u_shadowMap0, tmpvar_78), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_76.z - u_params1.x)
/ _shadowCoord_76.w)));
};
result_8 = (result_8 + tmpvar_77);
vec4 tmpvar_80;
@@ -329,7 +354,7 @@ void main ()
tmpvar_80.xy = (vec2(1.5, 0.5) * tmpvar_9);
vec4 _shadowCoord_81;
_shadowCoord_81 = (v_shadowcoord + tmpvar_80);
float tmpvar_82;
lowp float tmpvar_82;
vec2 tmpvar_83;
tmpvar_83 = (_shadowCoord_81.xy / _shadowCoord_81.w);
bool tmpvar_84;
@@ -341,7 +366,9 @@ void main ()
if (tmpvar_84) {
tmpvar_82 = 1.0;
} else {
tmpvar_82 = float((dot (texture2D (u_shadowMap0, tmpvar_83), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_81.z - u_params1.x) / _shadowCoord_81.w)));
tmpvar_82 = float((dot (texture2D (u_shadowMap0, tmpvar_83), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_81.z - u_params1.x)
/ _shadowCoord_81.w)));
};
result_8 = (result_8 + tmpvar_82);
vec4 tmpvar_85;
@@ -349,7 +376,7 @@ void main ()
tmpvar_85.xy = (vec2(1.5, 1.5) * tmpvar_9);
vec4 _shadowCoord_86;
_shadowCoord_86 = (v_shadowcoord + tmpvar_85);
float tmpvar_87;
lowp float tmpvar_87;
vec2 tmpvar_88;
tmpvar_88 = (_shadowCoord_86.xy / _shadowCoord_86.w);
bool tmpvar_89;
@@ -361,9 +388,11 @@ void main ()
if (tmpvar_89) {
tmpvar_87 = 1.0;
} else {
tmpvar_87 = float((dot (texture2D (u_shadowMap0, tmpvar_88), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_86.z - u_params1.x) / _shadowCoord_86.w)));
tmpvar_87 = float((dot (texture2D (u_shadowMap0, tmpvar_88), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_86.z - u_params1.x)
/ _shadowCoord_86.w)));
};
float tmpvar_90;
lowp float tmpvar_90;
tmpvar_90 = (result_8 + tmpvar_87);
result_8 = tmpvar_90;
tmpvar_7 = (tmpvar_90 / 16.0);
@@ -383,18 +412,48 @@ void main ()
tmpvar_96 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_97;
tmpvar_97 = sqrt(dot (tmpvar_94, tmpvar_94));
tmpvar_93 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_97)) + ((u_lightAttenuationSpotOuter.z * tmpvar_97) * tmpvar_97)))) * mix (clamp (((max (0.0, dot (-(tmpvar_95), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_96) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_96)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_93 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_97))
+
((u_lightAttenuationSpotOuter.z * tmpvar_97) * tmpvar_97)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_95)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_96) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_96))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_98;
tmpvar_98 = dot (v_normal, tmpvar_92);
vec2 tmpvar_99;
tmpvar_99.x = tmpvar_98;
tmpvar_99.y = (((float((tmpvar_98 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_98) * v_normal) - tmpvar_92), tmpvar_91)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_99.y = (((
float((tmpvar_98 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_98) * v_normal)
- tmpvar_92), tmpvar_91)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_100;
tmpvar_100 = (max (tmpvar_99, 0.0) * tmpvar_93);
float tmpvar_101;
tmpvar_101 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_100.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_100.y)) * u_color.xyz) * tmpvar_7))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_101) * tmpvar_101)))), 0.0, 1.0));
lowp vec3 tmpvar_102;
tmpvar_102 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_100.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_100.y))
* u_color.xyz) * tmpvar_7)))
, vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_101) * tmpvar_101))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_102;
gl_FragColor.w = 1.0;
}

View File

@@ -1,24 +1,21 @@
FSHpjH#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap0;
uniform vec4 u_smSamplingParams;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_shadowcoord;
FSHpjHprecision highp float;
varying vec3 v_normal;
varying vec4 v_shadowcoord;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_smSamplingParams;
uniform sampler2D u_shadowMap0;
void main ()
{
vec2 _texcoord_1;
@@ -33,9 +30,9 @@ void main ()
} else {
tmpvar_3 = bool(0);
};
float tmpvar_5;
lowp float tmpvar_5;
tmpvar_5 = (float(tmpvar_3) * 0.3);
vec3 tmpvar_6;
lowp vec3 tmpvar_6;
tmpvar_6.x = tmpvar_5;
tmpvar_6.y = -(tmpvar_5);
tmpvar_6.z = -(tmpvar_5);
@@ -43,8 +40,8 @@ void main ()
tmpvar_7.w = 1.0;
tmpvar_7.xy = (v_shadowcoord.xy / v_shadowcoord.w);
tmpvar_7.z = v_shadowcoord.z;
float tmpvar_8;
float result_9;
lowp float tmpvar_8;
lowp float result_9;
result_9 = 0.0;
vec2 tmpvar_10;
tmpvar_10 = (u_smSamplingParams.zw * u_params2.zz);
@@ -53,7 +50,7 @@ void main ()
tmpvar_11.xy = (vec2(-1.5, -1.5) * tmpvar_10);
vec4 _shadowCoord_12;
_shadowCoord_12 = (tmpvar_7 + tmpvar_11);
float tmpvar_13;
lowp float tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = (_shadowCoord_12.xy / _shadowCoord_12.w);
bool tmpvar_15;
@@ -65,7 +62,9 @@ void main ()
if (tmpvar_15) {
tmpvar_13 = 1.0;
} else {
tmpvar_13 = float((dot (texture2D (u_shadowMap0, tmpvar_14), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_12.z - u_params1.x) / _shadowCoord_12.w)));
tmpvar_13 = float((dot (texture2D (u_shadowMap0, tmpvar_14), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_12.z - u_params1.x)
/ _shadowCoord_12.w)));
};
result_9 = tmpvar_13;
vec4 tmpvar_16;
@@ -73,7 +72,7 @@ void main ()
tmpvar_16.xy = (vec2(-1.5, -0.5) * tmpvar_10);
vec4 _shadowCoord_17;
_shadowCoord_17 = (tmpvar_7 + tmpvar_16);
float tmpvar_18;
lowp float tmpvar_18;
vec2 tmpvar_19;
tmpvar_19 = (_shadowCoord_17.xy / _shadowCoord_17.w);
bool tmpvar_20;
@@ -85,7 +84,9 @@ void main ()
if (tmpvar_20) {
tmpvar_18 = 1.0;
} else {
tmpvar_18 = float((dot (texture2D (u_shadowMap0, tmpvar_19), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_17.z - u_params1.x) / _shadowCoord_17.w)));
tmpvar_18 = float((dot (texture2D (u_shadowMap0, tmpvar_19), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_17.z - u_params1.x)
/ _shadowCoord_17.w)));
};
result_9 = (tmpvar_13 + tmpvar_18);
vec4 tmpvar_21;
@@ -93,7 +94,7 @@ void main ()
tmpvar_21.xy = (vec2(-1.5, 0.5) * tmpvar_10);
vec4 _shadowCoord_22;
_shadowCoord_22 = (tmpvar_7 + tmpvar_21);
float tmpvar_23;
lowp float tmpvar_23;
vec2 tmpvar_24;
tmpvar_24 = (_shadowCoord_22.xy / _shadowCoord_22.w);
bool tmpvar_25;
@@ -105,7 +106,9 @@ void main ()
if (tmpvar_25) {
tmpvar_23 = 1.0;
} else {
tmpvar_23 = float((dot (texture2D (u_shadowMap0, tmpvar_24), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_22.z - u_params1.x) / _shadowCoord_22.w)));
tmpvar_23 = float((dot (texture2D (u_shadowMap0, tmpvar_24), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_22.z - u_params1.x)
/ _shadowCoord_22.w)));
};
result_9 = (result_9 + tmpvar_23);
vec4 tmpvar_26;
@@ -113,7 +116,7 @@ void main ()
tmpvar_26.xy = (vec2(-1.5, 1.5) * tmpvar_10);
vec4 _shadowCoord_27;
_shadowCoord_27 = (tmpvar_7 + tmpvar_26);
float tmpvar_28;
lowp float tmpvar_28;
vec2 tmpvar_29;
tmpvar_29 = (_shadowCoord_27.xy / _shadowCoord_27.w);
bool tmpvar_30;
@@ -125,7 +128,9 @@ void main ()
if (tmpvar_30) {
tmpvar_28 = 1.0;
} else {
tmpvar_28 = float((dot (texture2D (u_shadowMap0, tmpvar_29), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_27.z - u_params1.x) / _shadowCoord_27.w)));
tmpvar_28 = float((dot (texture2D (u_shadowMap0, tmpvar_29), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_27.z - u_params1.x)
/ _shadowCoord_27.w)));
};
result_9 = (result_9 + tmpvar_28);
vec4 tmpvar_31;
@@ -133,7 +138,7 @@ void main ()
tmpvar_31.xy = (vec2(-0.5, -1.5) * tmpvar_10);
vec4 _shadowCoord_32;
_shadowCoord_32 = (tmpvar_7 + tmpvar_31);
float tmpvar_33;
lowp float tmpvar_33;
vec2 tmpvar_34;
tmpvar_34 = (_shadowCoord_32.xy / _shadowCoord_32.w);
bool tmpvar_35;
@@ -145,7 +150,9 @@ void main ()
if (tmpvar_35) {
tmpvar_33 = 1.0;
} else {
tmpvar_33 = float((dot (texture2D (u_shadowMap0, tmpvar_34), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_32.z - u_params1.x) / _shadowCoord_32.w)));
tmpvar_33 = float((dot (texture2D (u_shadowMap0, tmpvar_34), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_32.z - u_params1.x)
/ _shadowCoord_32.w)));
};
result_9 = (result_9 + tmpvar_33);
vec4 tmpvar_36;
@@ -153,7 +160,7 @@ void main ()
tmpvar_36.xy = (vec2(-0.5, -0.5) * tmpvar_10);
vec4 _shadowCoord_37;
_shadowCoord_37 = (tmpvar_7 + tmpvar_36);
float tmpvar_38;
lowp float tmpvar_38;
vec2 tmpvar_39;
tmpvar_39 = (_shadowCoord_37.xy / _shadowCoord_37.w);
bool tmpvar_40;
@@ -165,7 +172,9 @@ void main ()
if (tmpvar_40) {
tmpvar_38 = 1.0;
} else {
tmpvar_38 = float((dot (texture2D (u_shadowMap0, tmpvar_39), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_37.z - u_params1.x) / _shadowCoord_37.w)));
tmpvar_38 = float((dot (texture2D (u_shadowMap0, tmpvar_39), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_37.z - u_params1.x)
/ _shadowCoord_37.w)));
};
result_9 = (result_9 + tmpvar_38);
vec4 tmpvar_41;
@@ -173,7 +182,7 @@ void main ()
tmpvar_41.xy = (vec2(-0.5, 0.5) * tmpvar_10);
vec4 _shadowCoord_42;
_shadowCoord_42 = (tmpvar_7 + tmpvar_41);
float tmpvar_43;
lowp float tmpvar_43;
vec2 tmpvar_44;
tmpvar_44 = (_shadowCoord_42.xy / _shadowCoord_42.w);
bool tmpvar_45;
@@ -185,7 +194,9 @@ void main ()
if (tmpvar_45) {
tmpvar_43 = 1.0;
} else {
tmpvar_43 = float((dot (texture2D (u_shadowMap0, tmpvar_44), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_42.z - u_params1.x) / _shadowCoord_42.w)));
tmpvar_43 = float((dot (texture2D (u_shadowMap0, tmpvar_44), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_42.z - u_params1.x)
/ _shadowCoord_42.w)));
};
result_9 = (result_9 + tmpvar_43);
vec4 tmpvar_46;
@@ -193,7 +204,7 @@ void main ()
tmpvar_46.xy = (vec2(-0.5, 1.5) * tmpvar_10);
vec4 _shadowCoord_47;
_shadowCoord_47 = (tmpvar_7 + tmpvar_46);
float tmpvar_48;
lowp float tmpvar_48;
vec2 tmpvar_49;
tmpvar_49 = (_shadowCoord_47.xy / _shadowCoord_47.w);
bool tmpvar_50;
@@ -205,7 +216,9 @@ void main ()
if (tmpvar_50) {
tmpvar_48 = 1.0;
} else {
tmpvar_48 = float((dot (texture2D (u_shadowMap0, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_47.z - u_params1.x) / _shadowCoord_47.w)));
tmpvar_48 = float((dot (texture2D (u_shadowMap0, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_47.z - u_params1.x)
/ _shadowCoord_47.w)));
};
result_9 = (result_9 + tmpvar_48);
vec4 tmpvar_51;
@@ -213,7 +226,7 @@ void main ()
tmpvar_51.xy = (vec2(0.5, -1.5) * tmpvar_10);
vec4 _shadowCoord_52;
_shadowCoord_52 = (tmpvar_7 + tmpvar_51);
float tmpvar_53;
lowp float tmpvar_53;
vec2 tmpvar_54;
tmpvar_54 = (_shadowCoord_52.xy / _shadowCoord_52.w);
bool tmpvar_55;
@@ -225,7 +238,9 @@ void main ()
if (tmpvar_55) {
tmpvar_53 = 1.0;
} else {
tmpvar_53 = float((dot (texture2D (u_shadowMap0, tmpvar_54), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_52.z - u_params1.x) / _shadowCoord_52.w)));
tmpvar_53 = float((dot (texture2D (u_shadowMap0, tmpvar_54), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_52.z - u_params1.x)
/ _shadowCoord_52.w)));
};
result_9 = (result_9 + tmpvar_53);
vec4 tmpvar_56;
@@ -233,7 +248,7 @@ void main ()
tmpvar_56.xy = (vec2(0.5, -0.5) * tmpvar_10);
vec4 _shadowCoord_57;
_shadowCoord_57 = (tmpvar_7 + tmpvar_56);
float tmpvar_58;
lowp float tmpvar_58;
vec2 tmpvar_59;
tmpvar_59 = (_shadowCoord_57.xy / _shadowCoord_57.w);
bool tmpvar_60;
@@ -245,7 +260,9 @@ void main ()
if (tmpvar_60) {
tmpvar_58 = 1.0;
} else {
tmpvar_58 = float((dot (texture2D (u_shadowMap0, tmpvar_59), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_57.z - u_params1.x) / _shadowCoord_57.w)));
tmpvar_58 = float((dot (texture2D (u_shadowMap0, tmpvar_59), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_57.z - u_params1.x)
/ _shadowCoord_57.w)));
};
result_9 = (result_9 + tmpvar_58);
vec4 tmpvar_61;
@@ -253,7 +270,7 @@ void main ()
tmpvar_61.xy = (vec2(0.5, 0.5) * tmpvar_10);
vec4 _shadowCoord_62;
_shadowCoord_62 = (tmpvar_7 + tmpvar_61);
float tmpvar_63;
lowp float tmpvar_63;
vec2 tmpvar_64;
tmpvar_64 = (_shadowCoord_62.xy / _shadowCoord_62.w);
bool tmpvar_65;
@@ -265,7 +282,9 @@ void main ()
if (tmpvar_65) {
tmpvar_63 = 1.0;
} else {
tmpvar_63 = float((dot (texture2D (u_shadowMap0, tmpvar_64), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_62.z - u_params1.x) / _shadowCoord_62.w)));
tmpvar_63 = float((dot (texture2D (u_shadowMap0, tmpvar_64), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_62.z - u_params1.x)
/ _shadowCoord_62.w)));
};
result_9 = (result_9 + tmpvar_63);
vec4 tmpvar_66;
@@ -273,7 +292,7 @@ void main ()
tmpvar_66.xy = (vec2(0.5, 1.5) * tmpvar_10);
vec4 _shadowCoord_67;
_shadowCoord_67 = (tmpvar_7 + tmpvar_66);
float tmpvar_68;
lowp float tmpvar_68;
vec2 tmpvar_69;
tmpvar_69 = (_shadowCoord_67.xy / _shadowCoord_67.w);
bool tmpvar_70;
@@ -285,7 +304,9 @@ void main ()
if (tmpvar_70) {
tmpvar_68 = 1.0;
} else {
tmpvar_68 = float((dot (texture2D (u_shadowMap0, tmpvar_69), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_67.z - u_params1.x) / _shadowCoord_67.w)));
tmpvar_68 = float((dot (texture2D (u_shadowMap0, tmpvar_69), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_67.z - u_params1.x)
/ _shadowCoord_67.w)));
};
result_9 = (result_9 + tmpvar_68);
vec4 tmpvar_71;
@@ -293,7 +314,7 @@ void main ()
tmpvar_71.xy = (vec2(1.5, -1.5) * tmpvar_10);
vec4 _shadowCoord_72;
_shadowCoord_72 = (tmpvar_7 + tmpvar_71);
float tmpvar_73;
lowp float tmpvar_73;
vec2 tmpvar_74;
tmpvar_74 = (_shadowCoord_72.xy / _shadowCoord_72.w);
bool tmpvar_75;
@@ -305,7 +326,9 @@ void main ()
if (tmpvar_75) {
tmpvar_73 = 1.0;
} else {
tmpvar_73 = float((dot (texture2D (u_shadowMap0, tmpvar_74), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_72.z - u_params1.x) / _shadowCoord_72.w)));
tmpvar_73 = float((dot (texture2D (u_shadowMap0, tmpvar_74), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_72.z - u_params1.x)
/ _shadowCoord_72.w)));
};
result_9 = (result_9 + tmpvar_73);
vec4 tmpvar_76;
@@ -313,7 +336,7 @@ void main ()
tmpvar_76.xy = (vec2(1.5, -0.5) * tmpvar_10);
vec4 _shadowCoord_77;
_shadowCoord_77 = (tmpvar_7 + tmpvar_76);
float tmpvar_78;
lowp float tmpvar_78;
vec2 tmpvar_79;
tmpvar_79 = (_shadowCoord_77.xy / _shadowCoord_77.w);
bool tmpvar_80;
@@ -325,7 +348,9 @@ void main ()
if (tmpvar_80) {
tmpvar_78 = 1.0;
} else {
tmpvar_78 = float((dot (texture2D (u_shadowMap0, tmpvar_79), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_77.z - u_params1.x) / _shadowCoord_77.w)));
tmpvar_78 = float((dot (texture2D (u_shadowMap0, tmpvar_79), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_77.z - u_params1.x)
/ _shadowCoord_77.w)));
};
result_9 = (result_9 + tmpvar_78);
vec4 tmpvar_81;
@@ -333,7 +358,7 @@ void main ()
tmpvar_81.xy = (vec2(1.5, 0.5) * tmpvar_10);
vec4 _shadowCoord_82;
_shadowCoord_82 = (tmpvar_7 + tmpvar_81);
float tmpvar_83;
lowp float tmpvar_83;
vec2 tmpvar_84;
tmpvar_84 = (_shadowCoord_82.xy / _shadowCoord_82.w);
bool tmpvar_85;
@@ -345,7 +370,9 @@ void main ()
if (tmpvar_85) {
tmpvar_83 = 1.0;
} else {
tmpvar_83 = float((dot (texture2D (u_shadowMap0, tmpvar_84), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_82.z - u_params1.x) / _shadowCoord_82.w)));
tmpvar_83 = float((dot (texture2D (u_shadowMap0, tmpvar_84), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_82.z - u_params1.x)
/ _shadowCoord_82.w)));
};
result_9 = (result_9 + tmpvar_83);
vec4 tmpvar_86;
@@ -353,7 +380,7 @@ void main ()
tmpvar_86.xy = (vec2(1.5, 1.5) * tmpvar_10);
vec4 _shadowCoord_87;
_shadowCoord_87 = (tmpvar_7 + tmpvar_86);
float tmpvar_88;
lowp float tmpvar_88;
vec2 tmpvar_89;
tmpvar_89 = (_shadowCoord_87.xy / _shadowCoord_87.w);
bool tmpvar_90;
@@ -365,9 +392,11 @@ void main ()
if (tmpvar_90) {
tmpvar_88 = 1.0;
} else {
tmpvar_88 = float((dot (texture2D (u_shadowMap0, tmpvar_89), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_87.z - u_params1.x) / _shadowCoord_87.w)));
tmpvar_88 = float((dot (texture2D (u_shadowMap0, tmpvar_89), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_87.z - u_params1.x)
/ _shadowCoord_87.w)));
};
float tmpvar_91;
lowp float tmpvar_91;
tmpvar_91 = (result_9 + tmpvar_88);
result_9 = tmpvar_91;
tmpvar_8 = (tmpvar_91 / 16.0);
@@ -387,18 +416,48 @@ void main ()
tmpvar_97 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_98;
tmpvar_98 = sqrt(dot (tmpvar_95, tmpvar_95));
tmpvar_94 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_98)) + ((u_lightAttenuationSpotOuter.z * tmpvar_98) * tmpvar_98)))) * mix (clamp (((max (0.0, dot (-(tmpvar_96), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_97) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_97)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_94 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_98))
+
((u_lightAttenuationSpotOuter.z * tmpvar_98) * tmpvar_98)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_96)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_97) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_97))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_99;
tmpvar_99 = dot (v_normal, tmpvar_93);
vec2 tmpvar_100;
tmpvar_100.x = tmpvar_99;
tmpvar_100.y = (((float((tmpvar_99 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_99) * v_normal) - tmpvar_93), tmpvar_92)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_100.y = (((
float((tmpvar_99 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_99) * v_normal)
- tmpvar_93), tmpvar_92)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_101;
tmpvar_101 = (max (tmpvar_100, 0.0) * tmpvar_94);
float tmpvar_102;
tmpvar_102 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_101.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_101.y)) * u_color.xyz) * tmpvar_8))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_102) * tmpvar_102)))), 0.0, 1.0));
lowp vec3 tmpvar_103;
tmpvar_103 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_101.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_101.y))
* u_color.xyz) * tmpvar_8)))
, vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_102) * tmpvar_102))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_103;
gl_FragColor.w = 1.0;
}

View File

@@ -1,37 +1,34 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap0;
uniform vec3 u_tetraNormalRed;
uniform vec3 u_tetraNormalBlue;
uniform vec3 u_tetraNormalYellow;
uniform vec3 u_tetraNormalGreen;
uniform vec4 u_smSamplingParams;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
varying vec4 v_position;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_position;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_smSamplingParams;
uniform vec3 u_tetraNormalGreen;
uniform vec3 u_tetraNormalYellow;
uniform vec3 u_tetraNormalBlue;
uniform vec3 u_tetraNormalRed;
uniform sampler2D u_shadowMap0;
void main ()
{
vec4 shadowcoord_1;
vec4 faceSelection_2;
vec3 colorCoverage_3;
lowp vec3 colorCoverage_3;
vec2 tmpvar_4;
tmpvar_4 = vec2((u_params2.z / 4.0));
faceSelection_2.x = dot (u_tetraNormalGreen, v_position.xyz);
@@ -54,9 +51,9 @@ void main ()
} else {
tmpvar_8 = bool(0);
};
float tmpvar_10;
lowp float tmpvar_10;
tmpvar_10 = (float(tmpvar_8) * 0.3);
vec3 tmpvar_11;
lowp vec3 tmpvar_11;
tmpvar_11.x = -(tmpvar_10);
tmpvar_11.y = tmpvar_10;
tmpvar_11.z = -(tmpvar_10);
@@ -76,9 +73,9 @@ void main ()
} else {
tmpvar_14 = bool(0);
};
float tmpvar_16;
lowp float tmpvar_16;
tmpvar_16 = (float(tmpvar_14) * 0.3);
vec3 tmpvar_17;
lowp vec3 tmpvar_17;
tmpvar_17.x = tmpvar_16;
tmpvar_17.y = tmpvar_16;
tmpvar_17.z = -(tmpvar_16);
@@ -98,9 +95,9 @@ void main ()
} else {
tmpvar_20 = bool(0);
};
float tmpvar_22;
lowp float tmpvar_22;
tmpvar_22 = (float(tmpvar_20) * 0.3);
vec3 tmpvar_23;
lowp vec3 tmpvar_23;
tmpvar_23.x = -(tmpvar_22);
tmpvar_23.y = -(tmpvar_22);
tmpvar_23.z = tmpvar_22;
@@ -119,9 +116,9 @@ void main ()
} else {
tmpvar_26 = bool(0);
};
float tmpvar_28;
lowp float tmpvar_28;
tmpvar_28 = (float(tmpvar_26) * 0.3);
vec3 tmpvar_29;
lowp vec3 tmpvar_29;
tmpvar_29.x = tmpvar_28;
tmpvar_29.y = -(tmpvar_28);
tmpvar_29.z = -(tmpvar_28);
@@ -133,8 +130,8 @@ void main ()
tmpvar_30.w = 1.0;
tmpvar_30.xy = (shadowcoord_1.xy / shadowcoord_1.w);
tmpvar_30.z = shadowcoord_1.z;
float tmpvar_31;
float result_32;
lowp float tmpvar_31;
lowp float result_32;
result_32 = 0.0;
vec2 tmpvar_33;
tmpvar_33 = (u_smSamplingParams.zw * tmpvar_4);
@@ -143,7 +140,7 @@ void main ()
tmpvar_34.xy = (vec2(-1.5, -1.5) * tmpvar_33);
vec4 _shadowCoord_35;
_shadowCoord_35 = (tmpvar_30 + tmpvar_34);
float tmpvar_36;
lowp float tmpvar_36;
vec2 tmpvar_37;
tmpvar_37 = (_shadowCoord_35.xy / _shadowCoord_35.w);
bool tmpvar_38;
@@ -155,7 +152,9 @@ void main ()
if (tmpvar_38) {
tmpvar_36 = 1.0;
} else {
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_35.z - u_params1.x) / _shadowCoord_35.w)));
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_35.z - u_params1.x)
/ _shadowCoord_35.w)));
};
result_32 = tmpvar_36;
vec4 tmpvar_39;
@@ -163,7 +162,7 @@ void main ()
tmpvar_39.xy = (vec2(-1.5, -0.5) * tmpvar_33);
vec4 _shadowCoord_40;
_shadowCoord_40 = (tmpvar_30 + tmpvar_39);
float tmpvar_41;
lowp float tmpvar_41;
vec2 tmpvar_42;
tmpvar_42 = (_shadowCoord_40.xy / _shadowCoord_40.w);
bool tmpvar_43;
@@ -175,7 +174,9 @@ void main ()
if (tmpvar_43) {
tmpvar_41 = 1.0;
} else {
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_40.z - u_params1.x) / _shadowCoord_40.w)));
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_40.z - u_params1.x)
/ _shadowCoord_40.w)));
};
result_32 = (tmpvar_36 + tmpvar_41);
vec4 tmpvar_44;
@@ -183,7 +184,7 @@ void main ()
tmpvar_44.xy = (vec2(-1.5, 0.5) * tmpvar_33);
vec4 _shadowCoord_45;
_shadowCoord_45 = (tmpvar_30 + tmpvar_44);
float tmpvar_46;
lowp float tmpvar_46;
vec2 tmpvar_47;
tmpvar_47 = (_shadowCoord_45.xy / _shadowCoord_45.w);
bool tmpvar_48;
@@ -195,7 +196,9 @@ void main ()
if (tmpvar_48) {
tmpvar_46 = 1.0;
} else {
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_45.z - u_params1.x) / _shadowCoord_45.w)));
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_45.z - u_params1.x)
/ _shadowCoord_45.w)));
};
result_32 = (result_32 + tmpvar_46);
vec4 tmpvar_49;
@@ -203,7 +206,7 @@ void main ()
tmpvar_49.xy = (vec2(-1.5, 1.5) * tmpvar_33);
vec4 _shadowCoord_50;
_shadowCoord_50 = (tmpvar_30 + tmpvar_49);
float tmpvar_51;
lowp float tmpvar_51;
vec2 tmpvar_52;
tmpvar_52 = (_shadowCoord_50.xy / _shadowCoord_50.w);
bool tmpvar_53;
@@ -215,7 +218,9 @@ void main ()
if (tmpvar_53) {
tmpvar_51 = 1.0;
} else {
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_50.z - u_params1.x) / _shadowCoord_50.w)));
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_50.z - u_params1.x)
/ _shadowCoord_50.w)));
};
result_32 = (result_32 + tmpvar_51);
vec4 tmpvar_54;
@@ -223,7 +228,7 @@ void main ()
tmpvar_54.xy = (vec2(-0.5, -1.5) * tmpvar_33);
vec4 _shadowCoord_55;
_shadowCoord_55 = (tmpvar_30 + tmpvar_54);
float tmpvar_56;
lowp float tmpvar_56;
vec2 tmpvar_57;
tmpvar_57 = (_shadowCoord_55.xy / _shadowCoord_55.w);
bool tmpvar_58;
@@ -235,7 +240,9 @@ void main ()
if (tmpvar_58) {
tmpvar_56 = 1.0;
} else {
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_55.z - u_params1.x) / _shadowCoord_55.w)));
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_55.z - u_params1.x)
/ _shadowCoord_55.w)));
};
result_32 = (result_32 + tmpvar_56);
vec4 tmpvar_59;
@@ -243,7 +250,7 @@ void main ()
tmpvar_59.xy = (vec2(-0.5, -0.5) * tmpvar_33);
vec4 _shadowCoord_60;
_shadowCoord_60 = (tmpvar_30 + tmpvar_59);
float tmpvar_61;
lowp float tmpvar_61;
vec2 tmpvar_62;
tmpvar_62 = (_shadowCoord_60.xy / _shadowCoord_60.w);
bool tmpvar_63;
@@ -255,7 +262,9 @@ void main ()
if (tmpvar_63) {
tmpvar_61 = 1.0;
} else {
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_60.z - u_params1.x) / _shadowCoord_60.w)));
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_60.z - u_params1.x)
/ _shadowCoord_60.w)));
};
result_32 = (result_32 + tmpvar_61);
vec4 tmpvar_64;
@@ -263,7 +272,7 @@ void main ()
tmpvar_64.xy = (vec2(-0.5, 0.5) * tmpvar_33);
vec4 _shadowCoord_65;
_shadowCoord_65 = (tmpvar_30 + tmpvar_64);
float tmpvar_66;
lowp float tmpvar_66;
vec2 tmpvar_67;
tmpvar_67 = (_shadowCoord_65.xy / _shadowCoord_65.w);
bool tmpvar_68;
@@ -275,7 +284,9 @@ void main ()
if (tmpvar_68) {
tmpvar_66 = 1.0;
} else {
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_65.z - u_params1.x) / _shadowCoord_65.w)));
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_65.z - u_params1.x)
/ _shadowCoord_65.w)));
};
result_32 = (result_32 + tmpvar_66);
vec4 tmpvar_69;
@@ -283,7 +294,7 @@ void main ()
tmpvar_69.xy = (vec2(-0.5, 1.5) * tmpvar_33);
vec4 _shadowCoord_70;
_shadowCoord_70 = (tmpvar_30 + tmpvar_69);
float tmpvar_71;
lowp float tmpvar_71;
vec2 tmpvar_72;
tmpvar_72 = (_shadowCoord_70.xy / _shadowCoord_70.w);
bool tmpvar_73;
@@ -295,7 +306,9 @@ void main ()
if (tmpvar_73) {
tmpvar_71 = 1.0;
} else {
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_70.z - u_params1.x) / _shadowCoord_70.w)));
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_70.z - u_params1.x)
/ _shadowCoord_70.w)));
};
result_32 = (result_32 + tmpvar_71);
vec4 tmpvar_74;
@@ -303,7 +316,7 @@ void main ()
tmpvar_74.xy = (vec2(0.5, -1.5) * tmpvar_33);
vec4 _shadowCoord_75;
_shadowCoord_75 = (tmpvar_30 + tmpvar_74);
float tmpvar_76;
lowp float tmpvar_76;
vec2 tmpvar_77;
tmpvar_77 = (_shadowCoord_75.xy / _shadowCoord_75.w);
bool tmpvar_78;
@@ -315,7 +328,9 @@ void main ()
if (tmpvar_78) {
tmpvar_76 = 1.0;
} else {
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_75.z - u_params1.x) / _shadowCoord_75.w)));
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_75.z - u_params1.x)
/ _shadowCoord_75.w)));
};
result_32 = (result_32 + tmpvar_76);
vec4 tmpvar_79;
@@ -323,7 +338,7 @@ void main ()
tmpvar_79.xy = (vec2(0.5, -0.5) * tmpvar_33);
vec4 _shadowCoord_80;
_shadowCoord_80 = (tmpvar_30 + tmpvar_79);
float tmpvar_81;
lowp float tmpvar_81;
vec2 tmpvar_82;
tmpvar_82 = (_shadowCoord_80.xy / _shadowCoord_80.w);
bool tmpvar_83;
@@ -335,7 +350,9 @@ void main ()
if (tmpvar_83) {
tmpvar_81 = 1.0;
} else {
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_80.z - u_params1.x) / _shadowCoord_80.w)));
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_80.z - u_params1.x)
/ _shadowCoord_80.w)));
};
result_32 = (result_32 + tmpvar_81);
vec4 tmpvar_84;
@@ -343,7 +360,7 @@ void main ()
tmpvar_84.xy = (vec2(0.5, 0.5) * tmpvar_33);
vec4 _shadowCoord_85;
_shadowCoord_85 = (tmpvar_30 + tmpvar_84);
float tmpvar_86;
lowp float tmpvar_86;
vec2 tmpvar_87;
tmpvar_87 = (_shadowCoord_85.xy / _shadowCoord_85.w);
bool tmpvar_88;
@@ -355,7 +372,9 @@ void main ()
if (tmpvar_88) {
tmpvar_86 = 1.0;
} else {
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_85.z - u_params1.x) / _shadowCoord_85.w)));
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_85.z - u_params1.x)
/ _shadowCoord_85.w)));
};
result_32 = (result_32 + tmpvar_86);
vec4 tmpvar_89;
@@ -363,7 +382,7 @@ void main ()
tmpvar_89.xy = (vec2(0.5, 1.5) * tmpvar_33);
vec4 _shadowCoord_90;
_shadowCoord_90 = (tmpvar_30 + tmpvar_89);
float tmpvar_91;
lowp float tmpvar_91;
vec2 tmpvar_92;
tmpvar_92 = (_shadowCoord_90.xy / _shadowCoord_90.w);
bool tmpvar_93;
@@ -375,7 +394,9 @@ void main ()
if (tmpvar_93) {
tmpvar_91 = 1.0;
} else {
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_90.z - u_params1.x) / _shadowCoord_90.w)));
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_90.z - u_params1.x)
/ _shadowCoord_90.w)));
};
result_32 = (result_32 + tmpvar_91);
vec4 tmpvar_94;
@@ -383,7 +404,7 @@ void main ()
tmpvar_94.xy = (vec2(1.5, -1.5) * tmpvar_33);
vec4 _shadowCoord_95;
_shadowCoord_95 = (tmpvar_30 + tmpvar_94);
float tmpvar_96;
lowp float tmpvar_96;
vec2 tmpvar_97;
tmpvar_97 = (_shadowCoord_95.xy / _shadowCoord_95.w);
bool tmpvar_98;
@@ -395,7 +416,9 @@ void main ()
if (tmpvar_98) {
tmpvar_96 = 1.0;
} else {
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_95.z - u_params1.x) / _shadowCoord_95.w)));
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_95.z - u_params1.x)
/ _shadowCoord_95.w)));
};
result_32 = (result_32 + tmpvar_96);
vec4 tmpvar_99;
@@ -403,7 +426,7 @@ void main ()
tmpvar_99.xy = (vec2(1.5, -0.5) * tmpvar_33);
vec4 _shadowCoord_100;
_shadowCoord_100 = (tmpvar_30 + tmpvar_99);
float tmpvar_101;
lowp float tmpvar_101;
vec2 tmpvar_102;
tmpvar_102 = (_shadowCoord_100.xy / _shadowCoord_100.w);
bool tmpvar_103;
@@ -415,7 +438,9 @@ void main ()
if (tmpvar_103) {
tmpvar_101 = 1.0;
} else {
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_100.z - u_params1.x) / _shadowCoord_100.w)));
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_100.z - u_params1.x)
/ _shadowCoord_100.w)));
};
result_32 = (result_32 + tmpvar_101);
vec4 tmpvar_104;
@@ -423,7 +448,7 @@ void main ()
tmpvar_104.xy = (vec2(1.5, 0.5) * tmpvar_33);
vec4 _shadowCoord_105;
_shadowCoord_105 = (tmpvar_30 + tmpvar_104);
float tmpvar_106;
lowp float tmpvar_106;
vec2 tmpvar_107;
tmpvar_107 = (_shadowCoord_105.xy / _shadowCoord_105.w);
bool tmpvar_108;
@@ -435,7 +460,9 @@ void main ()
if (tmpvar_108) {
tmpvar_106 = 1.0;
} else {
tmpvar_106 = float((dot (texture2D (u_shadowMap0, tmpvar_107), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_105.z - u_params1.x) / _shadowCoord_105.w)));
tmpvar_106 = float((dot (texture2D (u_shadowMap0, tmpvar_107), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_105.z - u_params1.x)
/ _shadowCoord_105.w)));
};
result_32 = (result_32 + tmpvar_106);
vec4 tmpvar_109;
@@ -443,7 +470,7 @@ void main ()
tmpvar_109.xy = (vec2(1.5, 1.5) * tmpvar_33);
vec4 _shadowCoord_110;
_shadowCoord_110 = (tmpvar_30 + tmpvar_109);
float tmpvar_111;
lowp float tmpvar_111;
vec2 tmpvar_112;
tmpvar_112 = (_shadowCoord_110.xy / _shadowCoord_110.w);
bool tmpvar_113;
@@ -455,9 +482,11 @@ void main ()
if (tmpvar_113) {
tmpvar_111 = 1.0;
} else {
tmpvar_111 = float((dot (texture2D (u_shadowMap0, tmpvar_112), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_110.z - u_params1.x) / _shadowCoord_110.w)));
tmpvar_111 = float((dot (texture2D (u_shadowMap0, tmpvar_112), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_110.z - u_params1.x)
/ _shadowCoord_110.w)));
};
float tmpvar_114;
lowp float tmpvar_114;
tmpvar_114 = (result_32 + tmpvar_111);
result_32 = tmpvar_114;
tmpvar_31 = (tmpvar_114 / 16.0);
@@ -477,18 +506,48 @@ void main ()
tmpvar_120 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_121;
tmpvar_121 = sqrt(dot (tmpvar_118, tmpvar_118));
tmpvar_117 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_121)) + ((u_lightAttenuationSpotOuter.z * tmpvar_121) * tmpvar_121)))) * mix (clamp (((max (0.0, dot (-(tmpvar_119), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_120) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_120)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_117 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_121))
+
((u_lightAttenuationSpotOuter.z * tmpvar_121) * tmpvar_121)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_119)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_120) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_120))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_122;
tmpvar_122 = dot (v_normal, tmpvar_116);
vec2 tmpvar_123;
tmpvar_123.x = tmpvar_122;
tmpvar_123.y = (((float((tmpvar_122 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_122) * v_normal) - tmpvar_116), tmpvar_115)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_123.y = (((
float((tmpvar_122 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_122) * v_normal)
- tmpvar_116), tmpvar_115)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_124;
tmpvar_124 = (max (tmpvar_123, 0.0) * tmpvar_117);
float tmpvar_125;
tmpvar_125 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_124.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_124.y)) * u_color.xyz) * tmpvar_31))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_125) * tmpvar_125)))), 0.0, 1.0));
lowp vec3 tmpvar_126;
tmpvar_126 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_124.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_124.y))
* u_color.xyz) * tmpvar_31)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_125) * tmpvar_125))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_126;
gl_FragColor.w = 1.0;
}

View File

@@ -1,37 +1,34 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap0;
uniform vec3 u_tetraNormalRed;
uniform vec3 u_tetraNormalBlue;
uniform vec3 u_tetraNormalYellow;
uniform vec3 u_tetraNormalGreen;
uniform vec4 u_smSamplingParams;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
varying vec4 v_position;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_position;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_smSamplingParams;
uniform vec3 u_tetraNormalGreen;
uniform vec3 u_tetraNormalYellow;
uniform vec3 u_tetraNormalBlue;
uniform vec3 u_tetraNormalRed;
uniform sampler2D u_shadowMap0;
void main ()
{
vec4 shadowcoord_1;
vec4 faceSelection_2;
vec3 colorCoverage_3;
lowp vec3 colorCoverage_3;
vec2 tmpvar_4;
tmpvar_4 = vec2((u_params2.z / 4.0));
faceSelection_2.x = dot (u_tetraNormalGreen, v_position.xyz);
@@ -54,9 +51,9 @@ void main ()
} else {
tmpvar_8 = bool(0);
};
float tmpvar_10;
lowp float tmpvar_10;
tmpvar_10 = (float(tmpvar_8) * 0.3);
vec3 tmpvar_11;
lowp vec3 tmpvar_11;
tmpvar_11.x = -(tmpvar_10);
tmpvar_11.y = tmpvar_10;
tmpvar_11.z = -(tmpvar_10);
@@ -76,9 +73,9 @@ void main ()
} else {
tmpvar_14 = bool(0);
};
float tmpvar_16;
lowp float tmpvar_16;
tmpvar_16 = (float(tmpvar_14) * 0.3);
vec3 tmpvar_17;
lowp vec3 tmpvar_17;
tmpvar_17.x = tmpvar_16;
tmpvar_17.y = tmpvar_16;
tmpvar_17.z = -(tmpvar_16);
@@ -98,9 +95,9 @@ void main ()
} else {
tmpvar_20 = bool(0);
};
float tmpvar_22;
lowp float tmpvar_22;
tmpvar_22 = (float(tmpvar_20) * 0.3);
vec3 tmpvar_23;
lowp vec3 tmpvar_23;
tmpvar_23.x = -(tmpvar_22);
tmpvar_23.y = -(tmpvar_22);
tmpvar_23.z = tmpvar_22;
@@ -119,9 +116,9 @@ void main ()
} else {
tmpvar_26 = bool(0);
};
float tmpvar_28;
lowp float tmpvar_28;
tmpvar_28 = (float(tmpvar_26) * 0.3);
vec3 tmpvar_29;
lowp vec3 tmpvar_29;
tmpvar_29.x = tmpvar_28;
tmpvar_29.y = -(tmpvar_28);
tmpvar_29.z = -(tmpvar_28);
@@ -129,8 +126,8 @@ void main ()
};
};
};
float tmpvar_30;
float result_31;
lowp float tmpvar_30;
lowp float result_31;
result_31 = 0.0;
vec2 tmpvar_32;
tmpvar_32 = ((u_smSamplingParams.zw * tmpvar_4) * shadowcoord_1.w);
@@ -139,7 +136,7 @@ void main ()
tmpvar_33.xy = (vec2(-1.5, -1.5) * tmpvar_32);
vec4 _shadowCoord_34;
_shadowCoord_34 = (shadowcoord_1 + tmpvar_33);
float tmpvar_35;
lowp float tmpvar_35;
vec2 tmpvar_36;
tmpvar_36 = (_shadowCoord_34.xy / _shadowCoord_34.w);
bool tmpvar_37;
@@ -151,7 +148,9 @@ void main ()
if (tmpvar_37) {
tmpvar_35 = 1.0;
} else {
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_34.z - u_params1.x) / _shadowCoord_34.w)));
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_34.z - u_params1.x)
/ _shadowCoord_34.w)));
};
result_31 = tmpvar_35;
vec4 tmpvar_38;
@@ -159,7 +158,7 @@ void main ()
tmpvar_38.xy = (vec2(-1.5, -0.5) * tmpvar_32);
vec4 _shadowCoord_39;
_shadowCoord_39 = (shadowcoord_1 + tmpvar_38);
float tmpvar_40;
lowp float tmpvar_40;
vec2 tmpvar_41;
tmpvar_41 = (_shadowCoord_39.xy / _shadowCoord_39.w);
bool tmpvar_42;
@@ -171,7 +170,9 @@ void main ()
if (tmpvar_42) {
tmpvar_40 = 1.0;
} else {
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_39.z - u_params1.x) / _shadowCoord_39.w)));
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_39.z - u_params1.x)
/ _shadowCoord_39.w)));
};
result_31 = (tmpvar_35 + tmpvar_40);
vec4 tmpvar_43;
@@ -179,7 +180,7 @@ void main ()
tmpvar_43.xy = (vec2(-1.5, 0.5) * tmpvar_32);
vec4 _shadowCoord_44;
_shadowCoord_44 = (shadowcoord_1 + tmpvar_43);
float tmpvar_45;
lowp float tmpvar_45;
vec2 tmpvar_46;
tmpvar_46 = (_shadowCoord_44.xy / _shadowCoord_44.w);
bool tmpvar_47;
@@ -191,7 +192,9 @@ void main ()
if (tmpvar_47) {
tmpvar_45 = 1.0;
} else {
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_44.z - u_params1.x) / _shadowCoord_44.w)));
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_44.z - u_params1.x)
/ _shadowCoord_44.w)));
};
result_31 = (result_31 + tmpvar_45);
vec4 tmpvar_48;
@@ -199,7 +202,7 @@ void main ()
tmpvar_48.xy = (vec2(-1.5, 1.5) * tmpvar_32);
vec4 _shadowCoord_49;
_shadowCoord_49 = (shadowcoord_1 + tmpvar_48);
float tmpvar_50;
lowp float tmpvar_50;
vec2 tmpvar_51;
tmpvar_51 = (_shadowCoord_49.xy / _shadowCoord_49.w);
bool tmpvar_52;
@@ -211,7 +214,9 @@ void main ()
if (tmpvar_52) {
tmpvar_50 = 1.0;
} else {
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_49.z - u_params1.x) / _shadowCoord_49.w)));
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_49.z - u_params1.x)
/ _shadowCoord_49.w)));
};
result_31 = (result_31 + tmpvar_50);
vec4 tmpvar_53;
@@ -219,7 +224,7 @@ void main ()
tmpvar_53.xy = (vec2(-0.5, -1.5) * tmpvar_32);
vec4 _shadowCoord_54;
_shadowCoord_54 = (shadowcoord_1 + tmpvar_53);
float tmpvar_55;
lowp float tmpvar_55;
vec2 tmpvar_56;
tmpvar_56 = (_shadowCoord_54.xy / _shadowCoord_54.w);
bool tmpvar_57;
@@ -231,7 +236,9 @@ void main ()
if (tmpvar_57) {
tmpvar_55 = 1.0;
} else {
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_54.z - u_params1.x) / _shadowCoord_54.w)));
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_54.z - u_params1.x)
/ _shadowCoord_54.w)));
};
result_31 = (result_31 + tmpvar_55);
vec4 tmpvar_58;
@@ -239,7 +246,7 @@ void main ()
tmpvar_58.xy = (vec2(-0.5, -0.5) * tmpvar_32);
vec4 _shadowCoord_59;
_shadowCoord_59 = (shadowcoord_1 + tmpvar_58);
float tmpvar_60;
lowp float tmpvar_60;
vec2 tmpvar_61;
tmpvar_61 = (_shadowCoord_59.xy / _shadowCoord_59.w);
bool tmpvar_62;
@@ -251,7 +258,9 @@ void main ()
if (tmpvar_62) {
tmpvar_60 = 1.0;
} else {
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_59.z - u_params1.x) / _shadowCoord_59.w)));
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_59.z - u_params1.x)
/ _shadowCoord_59.w)));
};
result_31 = (result_31 + tmpvar_60);
vec4 tmpvar_63;
@@ -259,7 +268,7 @@ void main ()
tmpvar_63.xy = (vec2(-0.5, 0.5) * tmpvar_32);
vec4 _shadowCoord_64;
_shadowCoord_64 = (shadowcoord_1 + tmpvar_63);
float tmpvar_65;
lowp float tmpvar_65;
vec2 tmpvar_66;
tmpvar_66 = (_shadowCoord_64.xy / _shadowCoord_64.w);
bool tmpvar_67;
@@ -271,7 +280,9 @@ void main ()
if (tmpvar_67) {
tmpvar_65 = 1.0;
} else {
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_64.z - u_params1.x) / _shadowCoord_64.w)));
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_64.z - u_params1.x)
/ _shadowCoord_64.w)));
};
result_31 = (result_31 + tmpvar_65);
vec4 tmpvar_68;
@@ -279,7 +290,7 @@ void main ()
tmpvar_68.xy = (vec2(-0.5, 1.5) * tmpvar_32);
vec4 _shadowCoord_69;
_shadowCoord_69 = (shadowcoord_1 + tmpvar_68);
float tmpvar_70;
lowp float tmpvar_70;
vec2 tmpvar_71;
tmpvar_71 = (_shadowCoord_69.xy / _shadowCoord_69.w);
bool tmpvar_72;
@@ -291,7 +302,9 @@ void main ()
if (tmpvar_72) {
tmpvar_70 = 1.0;
} else {
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_69.z - u_params1.x) / _shadowCoord_69.w)));
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_69.z - u_params1.x)
/ _shadowCoord_69.w)));
};
result_31 = (result_31 + tmpvar_70);
vec4 tmpvar_73;
@@ -299,7 +312,7 @@ void main ()
tmpvar_73.xy = (vec2(0.5, -1.5) * tmpvar_32);
vec4 _shadowCoord_74;
_shadowCoord_74 = (shadowcoord_1 + tmpvar_73);
float tmpvar_75;
lowp float tmpvar_75;
vec2 tmpvar_76;
tmpvar_76 = (_shadowCoord_74.xy / _shadowCoord_74.w);
bool tmpvar_77;
@@ -311,7 +324,9 @@ void main ()
if (tmpvar_77) {
tmpvar_75 = 1.0;
} else {
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_74.z - u_params1.x) / _shadowCoord_74.w)));
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_74.z - u_params1.x)
/ _shadowCoord_74.w)));
};
result_31 = (result_31 + tmpvar_75);
vec4 tmpvar_78;
@@ -319,7 +334,7 @@ void main ()
tmpvar_78.xy = (vec2(0.5, -0.5) * tmpvar_32);
vec4 _shadowCoord_79;
_shadowCoord_79 = (shadowcoord_1 + tmpvar_78);
float tmpvar_80;
lowp float tmpvar_80;
vec2 tmpvar_81;
tmpvar_81 = (_shadowCoord_79.xy / _shadowCoord_79.w);
bool tmpvar_82;
@@ -331,7 +346,9 @@ void main ()
if (tmpvar_82) {
tmpvar_80 = 1.0;
} else {
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_79.z - u_params1.x) / _shadowCoord_79.w)));
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_79.z - u_params1.x)
/ _shadowCoord_79.w)));
};
result_31 = (result_31 + tmpvar_80);
vec4 tmpvar_83;
@@ -339,7 +356,7 @@ void main ()
tmpvar_83.xy = (vec2(0.5, 0.5) * tmpvar_32);
vec4 _shadowCoord_84;
_shadowCoord_84 = (shadowcoord_1 + tmpvar_83);
float tmpvar_85;
lowp float tmpvar_85;
vec2 tmpvar_86;
tmpvar_86 = (_shadowCoord_84.xy / _shadowCoord_84.w);
bool tmpvar_87;
@@ -351,7 +368,9 @@ void main ()
if (tmpvar_87) {
tmpvar_85 = 1.0;
} else {
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_84.z - u_params1.x) / _shadowCoord_84.w)));
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_84.z - u_params1.x)
/ _shadowCoord_84.w)));
};
result_31 = (result_31 + tmpvar_85);
vec4 tmpvar_88;
@@ -359,7 +378,7 @@ void main ()
tmpvar_88.xy = (vec2(0.5, 1.5) * tmpvar_32);
vec4 _shadowCoord_89;
_shadowCoord_89 = (shadowcoord_1 + tmpvar_88);
float tmpvar_90;
lowp float tmpvar_90;
vec2 tmpvar_91;
tmpvar_91 = (_shadowCoord_89.xy / _shadowCoord_89.w);
bool tmpvar_92;
@@ -371,7 +390,9 @@ void main ()
if (tmpvar_92) {
tmpvar_90 = 1.0;
} else {
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_89.z - u_params1.x) / _shadowCoord_89.w)));
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_89.z - u_params1.x)
/ _shadowCoord_89.w)));
};
result_31 = (result_31 + tmpvar_90);
vec4 tmpvar_93;
@@ -379,7 +400,7 @@ void main ()
tmpvar_93.xy = (vec2(1.5, -1.5) * tmpvar_32);
vec4 _shadowCoord_94;
_shadowCoord_94 = (shadowcoord_1 + tmpvar_93);
float tmpvar_95;
lowp float tmpvar_95;
vec2 tmpvar_96;
tmpvar_96 = (_shadowCoord_94.xy / _shadowCoord_94.w);
bool tmpvar_97;
@@ -391,7 +412,9 @@ void main ()
if (tmpvar_97) {
tmpvar_95 = 1.0;
} else {
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_94.z - u_params1.x) / _shadowCoord_94.w)));
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_94.z - u_params1.x)
/ _shadowCoord_94.w)));
};
result_31 = (result_31 + tmpvar_95);
vec4 tmpvar_98;
@@ -399,7 +422,7 @@ void main ()
tmpvar_98.xy = (vec2(1.5, -0.5) * tmpvar_32);
vec4 _shadowCoord_99;
_shadowCoord_99 = (shadowcoord_1 + tmpvar_98);
float tmpvar_100;
lowp float tmpvar_100;
vec2 tmpvar_101;
tmpvar_101 = (_shadowCoord_99.xy / _shadowCoord_99.w);
bool tmpvar_102;
@@ -411,7 +434,9 @@ void main ()
if (tmpvar_102) {
tmpvar_100 = 1.0;
} else {
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_99.z - u_params1.x) / _shadowCoord_99.w)));
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_99.z - u_params1.x)
/ _shadowCoord_99.w)));
};
result_31 = (result_31 + tmpvar_100);
vec4 tmpvar_103;
@@ -419,7 +444,7 @@ void main ()
tmpvar_103.xy = (vec2(1.5, 0.5) * tmpvar_32);
vec4 _shadowCoord_104;
_shadowCoord_104 = (shadowcoord_1 + tmpvar_103);
float tmpvar_105;
lowp float tmpvar_105;
vec2 tmpvar_106;
tmpvar_106 = (_shadowCoord_104.xy / _shadowCoord_104.w);
bool tmpvar_107;
@@ -431,7 +456,9 @@ void main ()
if (tmpvar_107) {
tmpvar_105 = 1.0;
} else {
tmpvar_105 = float((dot (texture2D (u_shadowMap0, tmpvar_106), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_104.z - u_params1.x) / _shadowCoord_104.w)));
tmpvar_105 = float((dot (texture2D (u_shadowMap0, tmpvar_106), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_104.z - u_params1.x)
/ _shadowCoord_104.w)));
};
result_31 = (result_31 + tmpvar_105);
vec4 tmpvar_108;
@@ -439,7 +466,7 @@ void main ()
tmpvar_108.xy = (vec2(1.5, 1.5) * tmpvar_32);
vec4 _shadowCoord_109;
_shadowCoord_109 = (shadowcoord_1 + tmpvar_108);
float tmpvar_110;
lowp float tmpvar_110;
vec2 tmpvar_111;
tmpvar_111 = (_shadowCoord_109.xy / _shadowCoord_109.w);
bool tmpvar_112;
@@ -451,9 +478,11 @@ void main ()
if (tmpvar_112) {
tmpvar_110 = 1.0;
} else {
tmpvar_110 = float((dot (texture2D (u_shadowMap0, tmpvar_111), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_109.z - u_params1.x) / _shadowCoord_109.w)));
tmpvar_110 = float((dot (texture2D (u_shadowMap0, tmpvar_111), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_109.z - u_params1.x)
/ _shadowCoord_109.w)));
};
float tmpvar_113;
lowp float tmpvar_113;
tmpvar_113 = (result_31 + tmpvar_110);
result_31 = tmpvar_113;
tmpvar_30 = (tmpvar_113 / 16.0);
@@ -473,18 +502,48 @@ void main ()
tmpvar_119 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_120;
tmpvar_120 = sqrt(dot (tmpvar_117, tmpvar_117));
tmpvar_116 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_120)) + ((u_lightAttenuationSpotOuter.z * tmpvar_120) * tmpvar_120)))) * mix (clamp (((max (0.0, dot (-(tmpvar_118), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_119) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_119)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_116 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_120))
+
((u_lightAttenuationSpotOuter.z * tmpvar_120) * tmpvar_120)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_118)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_119) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_119))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_121;
tmpvar_121 = dot (v_normal, tmpvar_115);
vec2 tmpvar_122;
tmpvar_122.x = tmpvar_121;
tmpvar_122.y = (((float((tmpvar_121 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_121) * v_normal) - tmpvar_115), tmpvar_114)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_122.y = (((
float((tmpvar_121 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_121) * v_normal)
- tmpvar_115), tmpvar_114)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_123;
tmpvar_123 = (max (tmpvar_122, 0.0) * tmpvar_116);
float tmpvar_124;
tmpvar_124 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_123.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_123.y)) * u_color.xyz) * tmpvar_30))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_124) * tmpvar_124)))), 0.0, 1.0));
lowp vec3 tmpvar_125;
tmpvar_125 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_123.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_123.y))
* u_color.xyz) * tmpvar_30)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_124) * tmpvar_124))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_125;
gl_FragColor.w = 1.0;
}

View File

@@ -1,33 +1,30 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap3;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap0;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform sampler2D u_shadowMap0;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap3;
void main ()
{
float visibility_1;
vec3 colorCoverage_2;
lowp float visibility_1;
lowp vec3 colorCoverage_2;
vec2 tmpvar_3;
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
vec2 tmpvar_4;
@@ -77,14 +74,14 @@ void main ()
} else {
tmpvar_17 = bool(0);
};
float tmpvar_19;
lowp float tmpvar_19;
tmpvar_19 = (float(tmpvar_17) * 0.4);
vec3 tmpvar_20;
lowp vec3 tmpvar_20;
tmpvar_20.x = -(tmpvar_19);
tmpvar_20.y = tmpvar_19;
tmpvar_20.z = -(tmpvar_19);
colorCoverage_2 = tmpvar_20;
float tmpvar_21;
lowp float tmpvar_21;
vec2 tmpvar_22;
tmpvar_22 = (v_texcoord1.xy / v_texcoord1.w);
bool tmpvar_23;
@@ -98,19 +95,19 @@ void main ()
} else {
float tmpvar_24;
tmpvar_24 = (((v_texcoord1.z - u_params1.x) / v_texcoord1.w) * u_params1.w);
vec4 tmpvar_25;
lowp vec4 tmpvar_25;
tmpvar_25 = texture2D (u_shadowMap0, tmpvar_22);
vec2 tmpvar_26;
lowp vec2 tmpvar_26;
tmpvar_26.x = dot (tmpvar_25.xy, vec2(0.00390625, 1.0));
tmpvar_26.y = dot (tmpvar_25.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_27;
lowp vec2 tmpvar_27;
tmpvar_27 = (tmpvar_26 * u_params1.w);
if ((tmpvar_24 < tmpvar_27.x)) {
tmpvar_21 = 1.0;
} else {
float tmpvar_28;
lowp float tmpvar_28;
tmpvar_28 = max ((tmpvar_27.y - (tmpvar_27.x * tmpvar_27.x)), u_params1.z);
float tmpvar_29;
lowp float tmpvar_29;
tmpvar_29 = (tmpvar_24 - tmpvar_27.x);
tmpvar_21 = (tmpvar_28 / (tmpvar_28 + (tmpvar_29 * tmpvar_29)));
};
@@ -130,14 +127,14 @@ void main ()
} else {
tmpvar_32 = bool(0);
};
float tmpvar_34;
lowp float tmpvar_34;
tmpvar_34 = (float(tmpvar_32) * 0.4);
vec3 tmpvar_35;
lowp vec3 tmpvar_35;
tmpvar_35.x = tmpvar_34;
tmpvar_35.y = tmpvar_34;
tmpvar_35.z = -(tmpvar_34);
colorCoverage_2 = tmpvar_35;
float tmpvar_36;
lowp float tmpvar_36;
vec2 tmpvar_37;
tmpvar_37 = (v_texcoord2.xy / v_texcoord2.w);
bool tmpvar_38;
@@ -151,19 +148,19 @@ void main ()
} else {
float tmpvar_39;
tmpvar_39 = (((v_texcoord2.z - u_params1.x) / v_texcoord2.w) * u_params1.w);
vec4 tmpvar_40;
lowp vec4 tmpvar_40;
tmpvar_40 = texture2D (u_shadowMap1, tmpvar_37);
vec2 tmpvar_41;
lowp vec2 tmpvar_41;
tmpvar_41.x = dot (tmpvar_40.xy, vec2(0.00390625, 1.0));
tmpvar_41.y = dot (tmpvar_40.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_42;
lowp vec2 tmpvar_42;
tmpvar_42 = (tmpvar_41 * u_params1.w);
if ((tmpvar_39 < tmpvar_42.x)) {
tmpvar_36 = 1.0;
} else {
float tmpvar_43;
lowp float tmpvar_43;
tmpvar_43 = max ((tmpvar_42.y - (tmpvar_42.x * tmpvar_42.x)), u_params1.z);
float tmpvar_44;
lowp float tmpvar_44;
tmpvar_44 = (tmpvar_39 - tmpvar_42.x);
tmpvar_36 = (tmpvar_43 / (tmpvar_43 + (tmpvar_44 * tmpvar_44)));
};
@@ -183,14 +180,14 @@ void main ()
} else {
tmpvar_47 = bool(0);
};
float tmpvar_49;
lowp float tmpvar_49;
tmpvar_49 = (float(tmpvar_47) * 0.4);
vec3 tmpvar_50;
lowp vec3 tmpvar_50;
tmpvar_50.x = -(tmpvar_49);
tmpvar_50.y = -(tmpvar_49);
tmpvar_50.z = tmpvar_49;
colorCoverage_2 = tmpvar_50;
float tmpvar_51;
lowp float tmpvar_51;
vec2 tmpvar_52;
tmpvar_52 = (v_texcoord3.xy / v_texcoord3.w);
bool tmpvar_53;
@@ -204,19 +201,19 @@ void main ()
} else {
float tmpvar_54;
tmpvar_54 = (((v_texcoord3.z - u_params1.x) / v_texcoord3.w) * u_params1.w);
vec4 tmpvar_55;
lowp vec4 tmpvar_55;
tmpvar_55 = texture2D (u_shadowMap2, tmpvar_52);
vec2 tmpvar_56;
lowp vec2 tmpvar_56;
tmpvar_56.x = dot (tmpvar_55.xy, vec2(0.00390625, 1.0));
tmpvar_56.y = dot (tmpvar_55.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_57;
lowp vec2 tmpvar_57;
tmpvar_57 = (tmpvar_56 * u_params1.w);
if ((tmpvar_54 < tmpvar_57.x)) {
tmpvar_51 = 1.0;
} else {
float tmpvar_58;
lowp float tmpvar_58;
tmpvar_58 = max ((tmpvar_57.y - (tmpvar_57.x * tmpvar_57.x)), u_params1.z);
float tmpvar_59;
lowp float tmpvar_59;
tmpvar_59 = (tmpvar_54 - tmpvar_57.x);
tmpvar_51 = (tmpvar_58 / (tmpvar_58 + (tmpvar_59 * tmpvar_59)));
};
@@ -235,14 +232,14 @@ void main ()
} else {
tmpvar_62 = bool(0);
};
float tmpvar_64;
lowp float tmpvar_64;
tmpvar_64 = (float(tmpvar_62) * 0.4);
vec3 tmpvar_65;
lowp vec3 tmpvar_65;
tmpvar_65.x = tmpvar_64;
tmpvar_65.y = -(tmpvar_64);
tmpvar_65.z = -(tmpvar_64);
colorCoverage_2 = tmpvar_65;
float tmpvar_66;
lowp float tmpvar_66;
vec2 tmpvar_67;
tmpvar_67 = (v_texcoord4.xy / v_texcoord4.w);
bool tmpvar_68;
@@ -256,19 +253,19 @@ void main ()
} else {
float tmpvar_69;
tmpvar_69 = (((v_texcoord4.z - u_params1.x) / v_texcoord4.w) * u_params1.w);
vec4 tmpvar_70;
lowp vec4 tmpvar_70;
tmpvar_70 = texture2D (u_shadowMap3, tmpvar_67);
vec2 tmpvar_71;
lowp vec2 tmpvar_71;
tmpvar_71.x = dot (tmpvar_70.xy, vec2(0.00390625, 1.0));
tmpvar_71.y = dot (tmpvar_70.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_72;
lowp vec2 tmpvar_72;
tmpvar_72 = (tmpvar_71 * u_params1.w);
if ((tmpvar_69 < tmpvar_72.x)) {
tmpvar_66 = 1.0;
} else {
float tmpvar_73;
lowp float tmpvar_73;
tmpvar_73 = max ((tmpvar_72.y - (tmpvar_72.x * tmpvar_72.x)), u_params1.z);
float tmpvar_74;
lowp float tmpvar_74;
tmpvar_74 = (tmpvar_69 - tmpvar_72.x);
tmpvar_66 = (tmpvar_73 / (tmpvar_73 + (tmpvar_74 * tmpvar_74)));
};
@@ -293,18 +290,48 @@ void main ()
tmpvar_80 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_81;
tmpvar_81 = sqrt(dot (tmpvar_78, tmpvar_78));
tmpvar_77 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81)) + ((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)))) * mix (clamp (((max (0.0, dot (-(tmpvar_79), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_80) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_80)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_77 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81))
+
((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_79)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_80) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_80))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_82;
tmpvar_82 = dot (v_normal, tmpvar_76);
vec2 tmpvar_83;
tmpvar_83.x = tmpvar_82;
tmpvar_83.y = (((float((tmpvar_82 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_82) * v_normal) - tmpvar_76), tmpvar_75)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_83.y = (((
float((tmpvar_82 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_82) * v_normal)
- tmpvar_76), tmpvar_75)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_84;
tmpvar_84 = (max (tmpvar_83, 0.0) * tmpvar_77);
float tmpvar_85;
tmpvar_85 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
lowp vec3 tmpvar_86;
tmpvar_86 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y))
* u_color.xyz) * visibility_1)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_86;
gl_FragColor.w = 1.0;
}

View File

@@ -1,33 +1,30 @@
FSHF<>­œ#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap3;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap0;
uniform vec4 u_lightAttenuationSpotOuter;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightPosition;
uniform vec4 u_materialKs;
uniform vec3 u_materialKd;
uniform vec3 u_materialKa;
uniform vec4 u_color;
uniform vec4 u_params2;
uniform vec4 u_params1;
varying vec3 v_view;
varying vec4 v_texcoord4;
varying vec4 v_texcoord3;
varying vec4 v_texcoord2;
varying vec4 v_texcoord1;
FSHF<>­œprecision highp float;
varying vec3 v_normal;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec3 v_view;
uniform vec4 u_params1;
uniform vec4 u_params2;
uniform vec4 u_color;
uniform vec3 u_materialKa;
uniform vec3 u_materialKd;
uniform vec4 u_materialKs;
uniform vec4 u_lightPosition;
uniform vec4 u_lightAmbientPower;
uniform vec4 u_lightDiffusePower;
uniform vec4 u_lightSpecularPower;
uniform vec4 u_lightSpotDirectionInner;
uniform vec4 u_lightAttenuationSpotOuter;
uniform sampler2D u_shadowMap0;
uniform sampler2D u_shadowMap1;
uniform sampler2D u_shadowMap2;
uniform sampler2D u_shadowMap3;
void main ()
{
float visibility_1;
vec3 colorCoverage_2;
lowp float visibility_1;
lowp vec3 colorCoverage_2;
vec2 tmpvar_3;
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
vec2 tmpvar_4;
@@ -77,9 +74,9 @@ void main ()
} else {
tmpvar_17 = bool(0);
};
float tmpvar_19;
lowp float tmpvar_19;
tmpvar_19 = (float(tmpvar_17) * 0.4);
vec3 tmpvar_20;
lowp vec3 tmpvar_20;
tmpvar_20.x = -(tmpvar_19);
tmpvar_20.y = tmpvar_19;
tmpvar_20.z = -(tmpvar_19);
@@ -88,7 +85,7 @@ void main ()
tmpvar_21.w = 1.0;
tmpvar_21.xy = (v_texcoord1.xy / v_texcoord1.w);
tmpvar_21.z = v_texcoord1.z;
float tmpvar_22;
lowp float tmpvar_22;
bool tmpvar_23;
if (any(greaterThan (tmpvar_21.xy, vec2(1.0, 1.0)))) {
tmpvar_23 = bool(1);
@@ -100,19 +97,19 @@ void main ()
} else {
float tmpvar_24;
tmpvar_24 = ((v_texcoord1.z - u_params1.x) * u_params1.w);
vec4 tmpvar_25;
lowp vec4 tmpvar_25;
tmpvar_25 = texture2D (u_shadowMap0, tmpvar_21.xy);
vec2 tmpvar_26;
lowp vec2 tmpvar_26;
tmpvar_26.x = dot (tmpvar_25.xy, vec2(0.00390625, 1.0));
tmpvar_26.y = dot (tmpvar_25.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_27;
lowp vec2 tmpvar_27;
tmpvar_27 = (tmpvar_26 * u_params1.w);
if ((tmpvar_24 < tmpvar_27.x)) {
tmpvar_22 = 1.0;
} else {
float tmpvar_28;
lowp float tmpvar_28;
tmpvar_28 = max ((tmpvar_27.y - (tmpvar_27.x * tmpvar_27.x)), u_params1.z);
float tmpvar_29;
lowp float tmpvar_29;
tmpvar_29 = (tmpvar_24 - tmpvar_27.x);
tmpvar_22 = (tmpvar_28 / (tmpvar_28 + (tmpvar_29 * tmpvar_29)));
};
@@ -132,9 +129,9 @@ void main ()
} else {
tmpvar_32 = bool(0);
};
float tmpvar_34;
lowp float tmpvar_34;
tmpvar_34 = (float(tmpvar_32) * 0.4);
vec3 tmpvar_35;
lowp vec3 tmpvar_35;
tmpvar_35.x = tmpvar_34;
tmpvar_35.y = tmpvar_34;
tmpvar_35.z = -(tmpvar_34);
@@ -143,7 +140,7 @@ void main ()
tmpvar_36.w = 1.0;
tmpvar_36.xy = (v_texcoord2.xy / v_texcoord2.w);
tmpvar_36.z = v_texcoord2.z;
float tmpvar_37;
lowp float tmpvar_37;
bool tmpvar_38;
if (any(greaterThan (tmpvar_36.xy, vec2(1.0, 1.0)))) {
tmpvar_38 = bool(1);
@@ -155,19 +152,19 @@ void main ()
} else {
float tmpvar_39;
tmpvar_39 = ((v_texcoord2.z - u_params1.x) * u_params1.w);
vec4 tmpvar_40;
lowp vec4 tmpvar_40;
tmpvar_40 = texture2D (u_shadowMap1, tmpvar_36.xy);
vec2 tmpvar_41;
lowp vec2 tmpvar_41;
tmpvar_41.x = dot (tmpvar_40.xy, vec2(0.00390625, 1.0));
tmpvar_41.y = dot (tmpvar_40.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_42;
lowp vec2 tmpvar_42;
tmpvar_42 = (tmpvar_41 * u_params1.w);
if ((tmpvar_39 < tmpvar_42.x)) {
tmpvar_37 = 1.0;
} else {
float tmpvar_43;
lowp float tmpvar_43;
tmpvar_43 = max ((tmpvar_42.y - (tmpvar_42.x * tmpvar_42.x)), u_params1.z);
float tmpvar_44;
lowp float tmpvar_44;
tmpvar_44 = (tmpvar_39 - tmpvar_42.x);
tmpvar_37 = (tmpvar_43 / (tmpvar_43 + (tmpvar_44 * tmpvar_44)));
};
@@ -187,9 +184,9 @@ void main ()
} else {
tmpvar_47 = bool(0);
};
float tmpvar_49;
lowp float tmpvar_49;
tmpvar_49 = (float(tmpvar_47) * 0.4);
vec3 tmpvar_50;
lowp vec3 tmpvar_50;
tmpvar_50.x = -(tmpvar_49);
tmpvar_50.y = -(tmpvar_49);
tmpvar_50.z = tmpvar_49;
@@ -198,7 +195,7 @@ void main ()
tmpvar_51.w = 1.0;
tmpvar_51.xy = (v_texcoord3.xy / v_texcoord3.w);
tmpvar_51.z = v_texcoord3.z;
float tmpvar_52;
lowp float tmpvar_52;
bool tmpvar_53;
if (any(greaterThan (tmpvar_51.xy, vec2(1.0, 1.0)))) {
tmpvar_53 = bool(1);
@@ -210,19 +207,19 @@ void main ()
} else {
float tmpvar_54;
tmpvar_54 = ((v_texcoord3.z - u_params1.x) * u_params1.w);
vec4 tmpvar_55;
lowp vec4 tmpvar_55;
tmpvar_55 = texture2D (u_shadowMap2, tmpvar_51.xy);
vec2 tmpvar_56;
lowp vec2 tmpvar_56;
tmpvar_56.x = dot (tmpvar_55.xy, vec2(0.00390625, 1.0));
tmpvar_56.y = dot (tmpvar_55.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_57;
lowp vec2 tmpvar_57;
tmpvar_57 = (tmpvar_56 * u_params1.w);
if ((tmpvar_54 < tmpvar_57.x)) {
tmpvar_52 = 1.0;
} else {
float tmpvar_58;
lowp float tmpvar_58;
tmpvar_58 = max ((tmpvar_57.y - (tmpvar_57.x * tmpvar_57.x)), u_params1.z);
float tmpvar_59;
lowp float tmpvar_59;
tmpvar_59 = (tmpvar_54 - tmpvar_57.x);
tmpvar_52 = (tmpvar_58 / (tmpvar_58 + (tmpvar_59 * tmpvar_59)));
};
@@ -241,9 +238,9 @@ void main ()
} else {
tmpvar_62 = bool(0);
};
float tmpvar_64;
lowp float tmpvar_64;
tmpvar_64 = (float(tmpvar_62) * 0.4);
vec3 tmpvar_65;
lowp vec3 tmpvar_65;
tmpvar_65.x = tmpvar_64;
tmpvar_65.y = -(tmpvar_64);
tmpvar_65.z = -(tmpvar_64);
@@ -252,7 +249,7 @@ void main ()
tmpvar_66.w = 1.0;
tmpvar_66.xy = (v_texcoord4.xy / v_texcoord4.w);
tmpvar_66.z = v_texcoord4.z;
float tmpvar_67;
lowp float tmpvar_67;
bool tmpvar_68;
if (any(greaterThan (tmpvar_66.xy, vec2(1.0, 1.0)))) {
tmpvar_68 = bool(1);
@@ -264,19 +261,19 @@ void main ()
} else {
float tmpvar_69;
tmpvar_69 = ((v_texcoord4.z - u_params1.x) * u_params1.w);
vec4 tmpvar_70;
lowp vec4 tmpvar_70;
tmpvar_70 = texture2D (u_shadowMap3, tmpvar_66.xy);
vec2 tmpvar_71;
lowp vec2 tmpvar_71;
tmpvar_71.x = dot (tmpvar_70.xy, vec2(0.00390625, 1.0));
tmpvar_71.y = dot (tmpvar_70.zw, vec2(0.00390625, 1.0));
vec2 tmpvar_72;
lowp vec2 tmpvar_72;
tmpvar_72 = (tmpvar_71 * u_params1.w);
if ((tmpvar_69 < tmpvar_72.x)) {
tmpvar_67 = 1.0;
} else {
float tmpvar_73;
lowp float tmpvar_73;
tmpvar_73 = max ((tmpvar_72.y - (tmpvar_72.x * tmpvar_72.x)), u_params1.z);
float tmpvar_74;
lowp float tmpvar_74;
tmpvar_74 = (tmpvar_69 - tmpvar_72.x);
tmpvar_67 = (tmpvar_73 / (tmpvar_73 + (tmpvar_74 * tmpvar_74)));
};
@@ -301,18 +298,48 @@ void main ()
tmpvar_80 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
float tmpvar_81;
tmpvar_81 = sqrt(dot (tmpvar_78, tmpvar_78));
tmpvar_77 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81)) + ((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)))) * mix (clamp (((max (0.0, dot (-(tmpvar_79), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_80) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_80)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
tmpvar_77 = ((1.0/((
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81))
+
((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)
))) * mix (clamp (
((max (0.0, dot (
-(tmpvar_79)
,
normalize(u_lightSpotDirectionInner.xyz)
)) - tmpvar_80) / (cos((
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
* 0.0174533)) - tmpvar_80))
, 0.0, 1.0), 1.0, float(
(u_lightAttenuationSpotOuter.w >= 90.0)
)));
};
float tmpvar_82;
tmpvar_82 = dot (v_normal, tmpvar_76);
vec2 tmpvar_83;
tmpvar_83.x = tmpvar_82;
tmpvar_83.y = (((float((tmpvar_82 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_82) * v_normal) - tmpvar_76), tmpvar_75)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
tmpvar_83.y = (((
float((tmpvar_82 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_82) * v_normal)
- tmpvar_76), tmpvar_75)), u_materialKs.w)
) * (2.0 + u_materialKs.w)) / 8.0);
vec2 tmpvar_84;
tmpvar_84 = (max (tmpvar_83, 0.0) * tmpvar_77);
float tmpvar_85;
tmpvar_85 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
lowp vec3 tmpvar_86;
tmpvar_86 = mix (vec3(0.0, 0.0, 0.0), (pow (
abs((((
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
* u_materialKa) * u_color.xyz) + ((
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y))
* u_color.xyz) * visibility_1)))
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85))
)), 0.0, 1.0));
gl_FragColor.xyz = tmpvar_86;
gl_FragColor.w = 1.0;
}

View File

@@ -1,12 +1,9 @@
FSHpjH#ifdef GL_ES
precision highp float;
#endif // GL_ES
uniform sampler2D u_shadowMap;
uniform vec4 u_lightPos;
varying vec3 v_view;
varying vec4 v_shadowcoord;
FSHpjHprecision highp float;
varying vec3 v_normal;
varying vec4 v_shadowcoord;
varying vec3 v_view;
uniform vec4 u_lightPos;
uniform sampler2D u_shadowMap;
void main ()
{
vec2 lc_1;
@@ -16,9 +13,17 @@ void main ()
tmpvar_3 = dot (v_normal, tmpvar_2);
vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3;
tmpvar_4.y = (((float((tmpvar_3 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_3) * v_normal) - tmpvar_2), -(normalize(v_view)))), 1.0)) * 3.0) / 8.0);
tmpvar_4.y = (((
float((tmpvar_3 >= 0.0))
*
pow (max (0.0, dot ((
((2.0 * tmpvar_3) * v_normal)
- tmpvar_2), -(
normalize(v_view)
))), 1.0)
) * 3.0) / 8.0);
lc_1 = max (tmpvar_4, 0.0);
float result_5;
lowp float result_5;
result_5 = 0.0;
vec2 tmpvar_6;
tmpvar_6 = (vec2(0.00195313, 0.00195313) * v_shadowcoord.w);
@@ -27,7 +32,7 @@ void main ()
tmpvar_7.xy = (vec2(-1.5, -1.5) * tmpvar_6);
vec4 _shadowCoord_8;
_shadowCoord_8 = (v_shadowcoord + tmpvar_7);
float tmpvar_9;
lowp float tmpvar_9;
vec2 tmpvar_10;
tmpvar_10 = (_shadowCoord_8.xy / _shadowCoord_8.w);
bool tmpvar_11;
@@ -39,7 +44,9 @@ void main ()
if (tmpvar_11) {
tmpvar_9 = 1.0;
} else {
tmpvar_9 = float((dot (texture2D (u_shadowMap, tmpvar_10), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_8.z - 0.005) / _shadowCoord_8.w)));
tmpvar_9 = float((dot (texture2D (u_shadowMap, tmpvar_10), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_8.z - 0.005)
/ _shadowCoord_8.w)));
};
result_5 = tmpvar_9;
vec4 tmpvar_12;
@@ -47,7 +54,7 @@ void main ()
tmpvar_12.xy = (vec2(-1.5, -0.5) * tmpvar_6);
vec4 _shadowCoord_13;
_shadowCoord_13 = (v_shadowcoord + tmpvar_12);
float tmpvar_14;
lowp float tmpvar_14;
vec2 tmpvar_15;
tmpvar_15 = (_shadowCoord_13.xy / _shadowCoord_13.w);
bool tmpvar_16;
@@ -59,7 +66,9 @@ void main ()
if (tmpvar_16) {
tmpvar_14 = 1.0;
} else {
tmpvar_14 = float((dot (texture2D (u_shadowMap, tmpvar_15), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_13.z - 0.005) / _shadowCoord_13.w)));
tmpvar_14 = float((dot (texture2D (u_shadowMap, tmpvar_15), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_13.z - 0.005)
/ _shadowCoord_13.w)));
};
result_5 = (tmpvar_9 + tmpvar_14);
vec4 tmpvar_17;
@@ -67,7 +76,7 @@ void main ()
tmpvar_17.xy = (vec2(-1.5, 0.5) * tmpvar_6);
vec4 _shadowCoord_18;
_shadowCoord_18 = (v_shadowcoord + tmpvar_17);
float tmpvar_19;
lowp float tmpvar_19;
vec2 tmpvar_20;
tmpvar_20 = (_shadowCoord_18.xy / _shadowCoord_18.w);
bool tmpvar_21;
@@ -79,7 +88,9 @@ void main ()
if (tmpvar_21) {
tmpvar_19 = 1.0;
} else {
tmpvar_19 = float((dot (texture2D (u_shadowMap, tmpvar_20), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_18.z - 0.005) / _shadowCoord_18.w)));
tmpvar_19 = float((dot (texture2D (u_shadowMap, tmpvar_20), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_18.z - 0.005)
/ _shadowCoord_18.w)));
};
result_5 = (result_5 + tmpvar_19);
vec4 tmpvar_22;
@@ -87,7 +98,7 @@ void main ()
tmpvar_22.xy = (vec2(-1.5, 1.5) * tmpvar_6);
vec4 _shadowCoord_23;
_shadowCoord_23 = (v_shadowcoord + tmpvar_22);
float tmpvar_24;
lowp float tmpvar_24;
vec2 tmpvar_25;
tmpvar_25 = (_shadowCoord_23.xy / _shadowCoord_23.w);
bool tmpvar_26;
@@ -99,7 +110,9 @@ void main ()
if (tmpvar_26) {
tmpvar_24 = 1.0;
} else {
tmpvar_24 = float((dot (texture2D (u_shadowMap, tmpvar_25), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_23.z - 0.005) / _shadowCoord_23.w)));
tmpvar_24 = float((dot (texture2D (u_shadowMap, tmpvar_25), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_23.z - 0.005)
/ _shadowCoord_23.w)));
};
result_5 = (result_5 + tmpvar_24);
vec4 tmpvar_27;
@@ -107,7 +120,7 @@ void main ()
tmpvar_27.xy = (vec2(-0.5, -1.5) * tmpvar_6);
vec4 _shadowCoord_28;
_shadowCoord_28 = (v_shadowcoord + tmpvar_27);
float tmpvar_29;
lowp float tmpvar_29;
vec2 tmpvar_30;
tmpvar_30 = (_shadowCoord_28.xy / _shadowCoord_28.w);
bool tmpvar_31;
@@ -119,7 +132,9 @@ void main ()
if (tmpvar_31) {
tmpvar_29 = 1.0;
} else {
tmpvar_29 = float((dot (texture2D (u_shadowMap, tmpvar_30), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_28.z - 0.005) / _shadowCoord_28.w)));
tmpvar_29 = float((dot (texture2D (u_shadowMap, tmpvar_30), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_28.z - 0.005)
/ _shadowCoord_28.w)));
};
result_5 = (result_5 + tmpvar_29);
vec4 tmpvar_32;
@@ -127,7 +142,7 @@ void main ()
tmpvar_32.xy = (vec2(-0.5, -0.5) * tmpvar_6);
vec4 _shadowCoord_33;
_shadowCoord_33 = (v_shadowcoord + tmpvar_32);
float tmpvar_34;
lowp float tmpvar_34;
vec2 tmpvar_35;
tmpvar_35 = (_shadowCoord_33.xy / _shadowCoord_33.w);
bool tmpvar_36;
@@ -139,7 +154,9 @@ void main ()
if (tmpvar_36) {
tmpvar_34 = 1.0;
} else {
tmpvar_34 = float((dot (texture2D (u_shadowMap, tmpvar_35), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_33.z - 0.005) / _shadowCoord_33.w)));
tmpvar_34 = float((dot (texture2D (u_shadowMap, tmpvar_35), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_33.z - 0.005)
/ _shadowCoord_33.w)));
};
result_5 = (result_5 + tmpvar_34);
vec4 tmpvar_37;
@@ -147,7 +164,7 @@ void main ()
tmpvar_37.xy = (vec2(-0.5, 0.5) * tmpvar_6);
vec4 _shadowCoord_38;
_shadowCoord_38 = (v_shadowcoord + tmpvar_37);
float tmpvar_39;
lowp float tmpvar_39;
vec2 tmpvar_40;
tmpvar_40 = (_shadowCoord_38.xy / _shadowCoord_38.w);
bool tmpvar_41;
@@ -159,7 +176,9 @@ void main ()
if (tmpvar_41) {
tmpvar_39 = 1.0;
} else {
tmpvar_39 = float((dot (texture2D (u_shadowMap, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_38.z - 0.005) / _shadowCoord_38.w)));
tmpvar_39 = float((dot (texture2D (u_shadowMap, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_38.z - 0.005)
/ _shadowCoord_38.w)));
};
result_5 = (result_5 + tmpvar_39);
vec4 tmpvar_42;
@@ -167,7 +186,7 @@ void main ()
tmpvar_42.xy = (vec2(-0.5, 1.5) * tmpvar_6);
vec4 _shadowCoord_43;
_shadowCoord_43 = (v_shadowcoord + tmpvar_42);
float tmpvar_44;
lowp float tmpvar_44;
vec2 tmpvar_45;
tmpvar_45 = (_shadowCoord_43.xy / _shadowCoord_43.w);
bool tmpvar_46;
@@ -179,7 +198,9 @@ void main ()
if (tmpvar_46) {
tmpvar_44 = 1.0;
} else {
tmpvar_44 = float((dot (texture2D (u_shadowMap, tmpvar_45), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_43.z - 0.005) / _shadowCoord_43.w)));
tmpvar_44 = float((dot (texture2D (u_shadowMap, tmpvar_45), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_43.z - 0.005)
/ _shadowCoord_43.w)));
};
result_5 = (result_5 + tmpvar_44);
vec4 tmpvar_47;
@@ -187,7 +208,7 @@ void main ()
tmpvar_47.xy = (vec2(0.5, -1.5) * tmpvar_6);
vec4 _shadowCoord_48;
_shadowCoord_48 = (v_shadowcoord + tmpvar_47);
float tmpvar_49;
lowp float tmpvar_49;
vec2 tmpvar_50;
tmpvar_50 = (_shadowCoord_48.xy / _shadowCoord_48.w);
bool tmpvar_51;
@@ -199,7 +220,9 @@ void main ()
if (tmpvar_51) {
tmpvar_49 = 1.0;
} else {
tmpvar_49 = float((dot (texture2D (u_shadowMap, tmpvar_50), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_48.z - 0.005) / _shadowCoord_48.w)));
tmpvar_49 = float((dot (texture2D (u_shadowMap, tmpvar_50), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_48.z - 0.005)
/ _shadowCoord_48.w)));
};
result_5 = (result_5 + tmpvar_49);
vec4 tmpvar_52;
@@ -207,7 +230,7 @@ void main ()
tmpvar_52.xy = (vec2(0.5, -0.5) * tmpvar_6);
vec4 _shadowCoord_53;
_shadowCoord_53 = (v_shadowcoord + tmpvar_52);
float tmpvar_54;
lowp float tmpvar_54;
vec2 tmpvar_55;
tmpvar_55 = (_shadowCoord_53.xy / _shadowCoord_53.w);
bool tmpvar_56;
@@ -219,7 +242,9 @@ void main ()
if (tmpvar_56) {
tmpvar_54 = 1.0;
} else {
tmpvar_54 = float((dot (texture2D (u_shadowMap, tmpvar_55), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_53.z - 0.005) / _shadowCoord_53.w)));
tmpvar_54 = float((dot (texture2D (u_shadowMap, tmpvar_55), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_53.z - 0.005)
/ _shadowCoord_53.w)));
};
result_5 = (result_5 + tmpvar_54);
vec4 tmpvar_57;
@@ -227,7 +252,7 @@ void main ()
tmpvar_57.xy = (vec2(0.5, 0.5) * tmpvar_6);
vec4 _shadowCoord_58;
_shadowCoord_58 = (v_shadowcoord + tmpvar_57);
float tmpvar_59;
lowp float tmpvar_59;
vec2 tmpvar_60;
tmpvar_60 = (_shadowCoord_58.xy / _shadowCoord_58.w);
bool tmpvar_61;
@@ -239,7 +264,9 @@ void main ()
if (tmpvar_61) {
tmpvar_59 = 1.0;
} else {
tmpvar_59 = float((dot (texture2D (u_shadowMap, tmpvar_60), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_58.z - 0.005) / _shadowCoord_58.w)));
tmpvar_59 = float((dot (texture2D (u_shadowMap, tmpvar_60), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_58.z - 0.005)
/ _shadowCoord_58.w)));
};
result_5 = (result_5 + tmpvar_59);
vec4 tmpvar_62;
@@ -247,7 +274,7 @@ void main ()
tmpvar_62.xy = (vec2(0.5, 1.5) * tmpvar_6);
vec4 _shadowCoord_63;
_shadowCoord_63 = (v_shadowcoord + tmpvar_62);
float tmpvar_64;
lowp float tmpvar_64;
vec2 tmpvar_65;
tmpvar_65 = (_shadowCoord_63.xy / _shadowCoord_63.w);
bool tmpvar_66;
@@ -259,7 +286,9 @@ void main ()
if (tmpvar_66) {
tmpvar_64 = 1.0;
} else {
tmpvar_64 = float((dot (texture2D (u_shadowMap, tmpvar_65), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_63.z - 0.005) / _shadowCoord_63.w)));
tmpvar_64 = float((dot (texture2D (u_shadowMap, tmpvar_65), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_63.z - 0.005)
/ _shadowCoord_63.w)));
};
result_5 = (result_5 + tmpvar_64);
vec4 tmpvar_67;
@@ -267,7 +296,7 @@ void main ()
tmpvar_67.xy = (vec2(1.5, -1.5) * tmpvar_6);
vec4 _shadowCoord_68;
_shadowCoord_68 = (v_shadowcoord + tmpvar_67);
float tmpvar_69;
lowp float tmpvar_69;
vec2 tmpvar_70;
tmpvar_70 = (_shadowCoord_68.xy / _shadowCoord_68.w);
bool tmpvar_71;
@@ -279,7 +308,9 @@ void main ()
if (tmpvar_71) {
tmpvar_69 = 1.0;
} else {
tmpvar_69 = float((dot (texture2D (u_shadowMap, tmpvar_70), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_68.z - 0.005) / _shadowCoord_68.w)));
tmpvar_69 = float((dot (texture2D (u_shadowMap, tmpvar_70), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_68.z - 0.005)
/ _shadowCoord_68.w)));
};
result_5 = (result_5 + tmpvar_69);
vec4 tmpvar_72;
@@ -287,7 +318,7 @@ void main ()
tmpvar_72.xy = (vec2(1.5, -0.5) * tmpvar_6);
vec4 _shadowCoord_73;
_shadowCoord_73 = (v_shadowcoord + tmpvar_72);
float tmpvar_74;
lowp float tmpvar_74;
vec2 tmpvar_75;
tmpvar_75 = (_shadowCoord_73.xy / _shadowCoord_73.w);
bool tmpvar_76;
@@ -299,7 +330,9 @@ void main ()
if (tmpvar_76) {
tmpvar_74 = 1.0;
} else {
tmpvar_74 = float((dot (texture2D (u_shadowMap, tmpvar_75), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_73.z - 0.005) / _shadowCoord_73.w)));
tmpvar_74 = float((dot (texture2D (u_shadowMap, tmpvar_75), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_73.z - 0.005)
/ _shadowCoord_73.w)));
};
result_5 = (result_5 + tmpvar_74);
vec4 tmpvar_77;
@@ -307,7 +340,7 @@ void main ()
tmpvar_77.xy = (vec2(1.5, 0.5) * tmpvar_6);
vec4 _shadowCoord_78;
_shadowCoord_78 = (v_shadowcoord + tmpvar_77);
float tmpvar_79;
lowp float tmpvar_79;
vec2 tmpvar_80;
tmpvar_80 = (_shadowCoord_78.xy / _shadowCoord_78.w);
bool tmpvar_81;
@@ -319,7 +352,9 @@ void main ()
if (tmpvar_81) {
tmpvar_79 = 1.0;
} else {
tmpvar_79 = float((dot (texture2D (u_shadowMap, tmpvar_80), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_78.z - 0.005) / _shadowCoord_78.w)));
tmpvar_79 = float((dot (texture2D (u_shadowMap, tmpvar_80), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_78.z - 0.005)
/ _shadowCoord_78.w)));
};
result_5 = (result_5 + tmpvar_79);
vec4 tmpvar_82;
@@ -327,7 +362,7 @@ void main ()
tmpvar_82.xy = (vec2(1.5, 1.5) * tmpvar_6);
vec4 _shadowCoord_83;
_shadowCoord_83 = (v_shadowcoord + tmpvar_82);
float tmpvar_84;
lowp float tmpvar_84;
vec2 tmpvar_85;
tmpvar_85 = (_shadowCoord_83.xy / _shadowCoord_83.w);
bool tmpvar_86;
@@ -339,12 +374,16 @@ void main ()
if (tmpvar_86) {
tmpvar_84 = 1.0;
} else {
tmpvar_84 = float((dot (texture2D (u_shadowMap, tmpvar_85), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_83.z - 0.005) / _shadowCoord_83.w)));
tmpvar_84 = float((dot (texture2D (u_shadowMap, tmpvar_85), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
(_shadowCoord_83.z - 0.005)
/ _shadowCoord_83.w)));
};
float tmpvar_87;
lowp float tmpvar_87;
tmpvar_87 = (result_5 + tmpvar_84);
result_5 = tmpvar_87;
gl_FragColor.xyz = pow (abs((vec3(0.1, 0.1, 0.1) + (vec3((lc_1.x + lc_1.y)) * (tmpvar_87 / 16.0)))), vec3(0.454545, 0.454545, 0.454545));
gl_FragColor.xyz = pow (abs((vec3(0.1, 0.1, 0.1) +
(vec3((lc_1.x + lc_1.y)) * (tmpvar_87 / 16.0))
)), vec3(0.454545, 0.454545, 0.454545));
gl_FragColor.w = 1.0;
}

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