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CompiledProgram (baba3f96fb24879002f9e5424ac9cc1f)

Input Blocks:
- vertexBlockUber - GetAnimatedUVCoords - GetEmissiveAndTintingFromVertexColor -
light_sh_0 - TangentSpaceNormalToViewAndWorldSpace - MaskedTintedAlphaTested -
RuntimeTinting - LightAtlas - IllumLambert - light-dir-0
Vertex Shader Source:
#version 320 es

//////////////////////////////////////////////
// Osiris CL-16, shadercore: 2.5
// ------------------------------------
// block: vertexBlockUber
// block: GetAnimatedUVCoords
// block: GetEmissiveAndTintingFromVertexColor
// block: light_sh_0
// block: TangentSpaceNormalToViewAndWorldSpace
// block: MaskedTintedAlphaTested
// block: RuntimeTinting
// block: LightAtlas
// block: IllumLambert
// block: light-dir-0
//
//////////////////////////////////////////////

precision highp float;


precision highp int;

// Attributes
//==========================
in vec4 a_Position0;
in vec3 a_Normal0;
in vec2 a_TexCoord0;
in mediump vec4 a_Color0;

// Uniforms
//==========================

// Uniforms
//==========================
uniform highp mat4 sys_ModelViewProjection;
uniform highp mat3 sys_InverseModelT;
uniform highp mat3 sys_InverseModelViewT;
uniform highp float sys_Time;

uniform highp vec4 ColorSelector;


uniform highp vec4 gSpecialControl_VS;

uniform highp vec4 aux_ScaleBias[4];

// Varyings
//==========================
out mediump vec4 v_Varying4;
out highp vec3 v_Varying3;
out highp vec3 v_Varying1;
out mediump vec3 v_Varying2;
out highp vec2 v_Varying0;

//==========================================
// Vertex Shader
//==========================================
void main()
{
vec4 tmp3 = max(a_Color0, ColorSelector);
float tmp2 = step((tmp3).w, 0.7);
float tmp1 = 2.0 * tmp2;
mediump vec4 tmp4 = vec4(vec3(tmp1, tmp1, tmp1)
* (tmp3).xyz, clamp(1.0 - 2.0 * (tmp3).w * tmp2, 0.0, 1.0));
vec3 tmp5 = normalize(sys_InverseModelViewT * a_Normal0);
vec3 tmp6 = normalize(sys_InverseModelT * a_Normal0);
vec3 tmp8 = vec3(tmp2, tmp2, tmp2);
vec3 tmp7 = max((tmp3).xyz, tmp8);
vec2 tmp10 = vec2(sys_Time, sys_Time) * gSpecialControl_VS.xy;
vec2 tmp9 = aux_ScaleBias[uint(2)].xy
* a_TexCoord0 + aux_ScaleBias[uint(3)].xy + tmp10;
vec4 tmp11 = sys_ModelViewProjection * vec4(aux_ScaleBias[uint(0)].xyz
* a_Position0.xyz + aux_ScaleBias[uint(1)].xyz, 1.0);

// Varyings
v_Varying4 = tmp4;
v_Varying3 = tmp5;
v_Varying1 = tmp6;
v_Varying2 = tmp7;
v_Varying0 = tmp9;

// Outputs
gl_Position = tmp11;
}

Fragment Shader Source:


#version 320 es

//////////////////////////////////////////////
// Osiris CL-16, shadercore: 2.5
// ------------------------------------
// block: vertexBlockUber
// block: GetAnimatedUVCoords
// block: GetEmissiveAndTintingFromVertexColor
// block: light_sh_0
// block: TangentSpaceNormalToViewAndWorldSpace
// block: MaskedTintedAlphaTested
// block: RuntimeTinting
// block: LightAtlas
// block: IllumLambert
// block: light-dir-0
//
//////////////////////////////////////////////

precision mediump float;

precision mediump sampler2DShadow;


out mediump vec4 frag_color0;

// Uniforms
//==========================

// Uniforms
//==========================
uniform highp vec4 sys_LightColor[4];
uniform highp vec4 sys_LightDirection[4];
uniform highp vec4 sys_LightSH0[7];

uniform lowp sampler2D gBaseTexture_FS;


uniform lowp sampler2D gTintingTexture_FS;

uniform highp vec4 gMaskTintedControl_FS;


uniform highp vec4 gRuntimeTint;
uniform highp float gAlphaTest_FS;
uniform lowp sampler2D gMaskTexture_FS;

// Varyings
//==========================
in mediump vec4 v_Varying4;
in highp vec3 v_Varying3;
in highp vec3 v_Varying1;
in mediump vec3 v_Varying2;
in highp vec2 v_Varying0;

//==========================================
// Pixel Shader Main
//==========================================
void main()
{
highp float tmp0 = texture(gMaskTexture_FS, v_Varying0).y;
if (tmp0 < gAlphaTest_FS)
{
discard;
}
highp vec4 tmp1 = v_Varying1.yzzx * v_Varying1.xyzz;
highp vec3 tmp2 = vec3(dot(sys_LightSH0[3], tmp1), dot(sys_LightSH0[4], tmp1),
dot(sys_LightSH0[5], tmp1));
vec4 tmp6 = texture(gBaseTexture_FS, v_Varying0);
float tmp10 = tmp6.z * tmp6.x;
vec3 tmp9 = vec3(0.0, 1.0, tmp10);
highp float tmp15 = tmp6.x;
highp float tmp16 = tmp6.z;
highp float tmp14 = min(tmp15, tmp16);
highp float tmp17 = max(tmp15, tmp16);
float tmp13 = tmp14 / (1e-05 + tmp17);
highp float tmp12 = tmp13;
highp float tmp11 = step(tmp12, 0.999);
vec3 tmp8 = tmp9 + vec3(tmp11, tmp11, tmp11)
* (vec3(tmp6.x, tmp10, tmp6.z) - tmp9);
highp float tmp7 = tmp8.x;
highp vec4 tmp5 = texture(gTintingTexture_FS, vec2(tmp6.y, 0.125
+ 0.25 * (3.0 - tmp7)));
highp float tmp19 = tmp8.y;
highp vec4 tmp18 = texture(gTintingTexture_FS, vec2(tmp6.y, 0.125
+ 0.25 * (1.0 - tmp19)));
highp float tmp20 = tmp8.z;
highp vec4 tmp21 = tmp6;
highp float tmp22 = step(gMaskTintedControl_FS.x, v_Varying0.x);
highp vec3 tmp4 = v_Varying2 * (mix(mix(tmp5, tmp18, vec4(tmp20, tmp20, tmp20,
tmp20)), tmp21, vec4(tmp22, tmp22, tmp22, tmp22))).xyz * gRuntimeTint.xyz;
highp vec3 tmp3 = tmp4 * tmp4;
highp vec3 tmp23 = clamp(dot(-(sys_LightDirection[0].xyz),
normalize(normalize(v_Varying3))), 0.0, 1.0)
* sys_LightColor[0].xyz;
highp vec4 tmp24 = v_Varying4;
highp float tmp25 = gRuntimeTint.w;

// Outputs
frag_color0 = vec4(sqrt(((vec3(dot(sys_LightSH0[0], vec4(v_Varying1, 1.0)),
dot(sys_LightSH0[1], vec4(v_Varying1, 1.0)), dot(sys_LightSH0[2], vec4(v_Varying1,
1.0)))
+ tmp2 + (v_Varying1.x * v_Varying1.x - v_Varying1.y * v_Varying1.y)
* sys_LightSH0[6].xyz) * tmp3 + tmp3
* tmp23) * tmp24.w + tmp3 * tmp24.xyz), tmp25);
}

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