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a3c7996e594a9520b6acdf22cc941b07
a3c7996e594a9520b6acdf22cc941b07
Input Blocks:
- Build2DShader
Vertex Shader Source:
#version 320 es
//////////////////////////////////////////////
// Osiris CL-16, shadercore: 2.5
// ------------------------------------
// block: Build2DShader
//
//////////////////////////////////////////////
// Attributes
//==========================
in vec4 a_Position0;
in vec4 a_TexCoord0;
in vec2 a_TexCoord1;
in vec2 a_TexCoord2;
in mediump vec4 a_Color0;
// Uniforms
//==========================
// Uniforms
//==========================
uniform highp mat4 sys_ViewProjection;
uniform highp vec4 sys_CameraPosition;
// Varyings
//==========================
out mediump vec4 v_Varying0;
out mediump vec4 v_Color0;
out highp vec2 v_TexCoord1;
out highp vec2 v_TexCoord2;
out mediump float v_Varying1;
//==========================================
// Vertex Shader
//==========================================
void main()
{
int tmp0 = int(a_Position0.w);
mediump float tmp1 = a_TexCoord0[3];
int tmp3 = 4 * tmp0;
mat4 tmp2 = mat4(VFX_Model[tmp3], VFX_Model[1
+ tmp3], VFX_Model[2 + tmp3], VFX_Model[3 + tmp3]);
float tmp4 = cos(a_TexCoord0[2]);
float tmp5 = sin(a_TexCoord0[2]);
vec3 tmp6 = a_Position0.xyz;
vec3 tmp7 = VFX_PullToCamera * normalize((tmp2 * vec4(a_Position0.xyz,
1.0)).xyz
- sys_CameraPosition.xyz) + (tmp2 * vec4(vec3(-1.0 * (tmp4 * a_TexCoord0[0]
- tmp5 * a_TexCoord0[1]), 0.0, tmp4 * a_TexCoord0[1]
+ tmp5 * a_TexCoord0[0]) + tmp6, 1.0)).xyz;
// Varyings
v_Varying0 = VFX_TintColor[tmp0];
v_Color0 = a_Color0;
v_TexCoord1 = a_TexCoord1;
v_TexCoord2 = a_TexCoord2;
v_Varying1 = tmp1;
// Outputs
gl_Position = sys_ViewProjection * vec4(tmp7, 1.0);
}
//////////////////////////////////////////////
// Osiris CL-16, shadercore: 2.5
// ------------------------------------
// block: Build2DShader
//
//////////////////////////////////////////////
// Uniforms
//==========================
// Uniforms
//==========================
// Varyings
//==========================
in mediump vec4 v_Varying0;
in mediump vec4 v_Color0;
in highp vec2 v_TexCoord1;
in highp vec2 v_TexCoord2;
in mediump float v_Varying1;
//==========================================
// Pixel Shader Main
//==========================================
void main()
{
vec4 tmp0 = v_Varying0 * v_Color0 * mix(texture(g_Tex0, v_TexCoord1),
texture(g_Tex0, v_TexCoord2), vec4(v_Varying1, v_Varying1, v_Varying1,
v_Varying1));
// Outputs
frag_color0 = vec4(tmp0.xyz, tmp0.w);
}