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CompiledProgram (cbc806dd13861be68b78559ebcb61773)

Input Blocks:
- vertexBlockUber - GetAnimatedUVCoords - GetEmissiveAndTintingFromVertexColor -
TangentSpaceNormalToViewAndWorldSpace - SimpleFCAlphaTested - RuntimeTinting -
IllumLambert - LightAtlas - ShadowmapBlock_Basic
Vertex Shader Source:
#version 320 es

//////////////////////////////////////////////
// Osiris CL-16, shadercore: 2.5
// ------------------------------------
// block: vertexBlockUber
// block: GetAnimatedUVCoords
// block: GetEmissiveAndTintingFromVertexColor
// block: TangentSpaceNormalToViewAndWorldSpace
// block: SimpleFCAlphaTested
// block: RuntimeTinting
// block: IllumLambert
// block: LightAtlas
// block: ShadowmapBlock_Basic
//
//////////////////////////////////////////////

precision highp float;


precision highp int;

// Attributes
//==========================
in vec4 a_Position0;
in vec2 a_TexCoord0;

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

// Uniforms
//==========================
uniform highp mat4 sys_ModelViewProjection;
uniform highp float sys_Time;

uniform highp vec4 gSpecialControl_VS;

uniform highp vec4 aux_ScaleBias[2];

// Varyings
//==========================
out highp vec2 v_Varying0;

//==========================================
// Vertex Shader
//==========================================
void main()
{
vec2 tmp0 = a_TexCoord0 + vec2(sys_Time, sys_Time)
* gSpecialControl_VS.xy;
vec4 tmp1 = sys_ModelViewProjection * vec4(aux_ScaleBias[uint(0)].xyz
* a_Position0.xyz + aux_ScaleBias[uint(1)].xyz, 1.0);

// Varyings
v_Varying0 = tmp0;
// Outputs
gl_Position = tmp1;
}

Fragment Shader Source:


#version 320 es

//////////////////////////////////////////////
// Osiris CL-16, shadercore: 2.5
// ------------------------------------
// block: vertexBlockUber
// block: GetAnimatedUVCoords
// block: GetEmissiveAndTintingFromVertexColor
// block: TangentSpaceNormalToViewAndWorldSpace
// block: SimpleFCAlphaTested
// block: RuntimeTinting
// block: IllumLambert
// block: LightAtlas
// block: ShadowmapBlock_Basic
//
//////////////////////////////////////////////

precision mediump float;

precision mediump sampler2DShadow;


out mediump vec4 frag_color0;

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

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

uniform highp float gAlphaTest_FS;


uniform lowp sampler2D gMaskTexture_FS;

// Varyings
//==========================
in highp vec2 v_Varying0;

//==========================================
// Pixel Shader Main
//==========================================
void main()
{
highp float tmp0 = texture(gMaskTexture_FS, v_Varying0).y;
if (tmp0 < gAlphaTest_FS)
{
discard;
}

// Outputs
frag_color0 = vec4(1.0, 0.0, 0.0, 1.0);
}

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