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Fixing graphics binding offset issue, disabled Lua for web builds
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Lines changed: 15234 additions & 1200 deletions

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#version 300 es
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precision mediump float;
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precision highp int;
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uniform highp vec4 fs_params[41];
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uniform highp sampler2D tex_smp;
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uniform highp sampler2D tex_emissive_smp;
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in highp vec2 uv;
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in highp vec4 color;
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in highp vec4 position;
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in highp vec3 normal;
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layout(location = 0) out highp vec4 frag_color;
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in highp vec4 tangent;
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highp float sqr(highp float x)
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{
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return x * x;
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}
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highp float attenuate_light(highp float _distance, highp float radius, highp float max_intensity, highp float falloff)
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{
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highp float _30 = _distance / radius;
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if (_30 >= 1.0)
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{
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return 0.0;
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}
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highp float param = _30;
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highp float param_1 = 1.0 - sqr(param);
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return (max_intensity * sqr(param_1)) / (falloff * _30 + 1.0);
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}
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highp float calcFogFactor(highp float distance_to_eye)
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{
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return clamp(((distance_to_eye - fs_params[39].x) / (fs_params[39].y - fs_params[39].x)) * fs_params[40].w, 0.0, 1.0);
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}
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void main()
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{
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highp vec4 _113 = texture(tex_smp, uv) * color;
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highp vec4 c = _113;
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highp vec4 lit_color = fs_params[3];
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if (_113.w <= fs_params[2].x)
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{
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discard;
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}
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for (int i = 0; i < int(fs_params[6].x); i++)
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{
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int _145 = i * 2;
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highp vec3 _168 = fs_params[_145 * 1 + 7].xyz - position.xyz;
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highp float param = length(_168);
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highp float param_1 = fs_params[_145 * 1 + 7].w;
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highp float param_2 = 1.0;
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highp float param_3 = 1.0;
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highp vec4 _198 = lit_color;
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highp vec3 _200 = _198.xyz + ((fs_params[(_145 + 1) * 1 + 7].xyz * max(dot(normalize(_168), normal), 0.0)) * attenuate_light(param, param_1, param_2, param_3));
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highp vec4 _329 = _198;
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_329.x = _200.x;
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_329.y = _200.y;
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_329.z = _200.z;
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lit_color = _329;
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}
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highp vec4 _239 = lit_color;
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highp vec3 _241 = _239.xyz + (fs_params[5].xyz * (max(dot(vec4(fs_params[4].x, fs_params[4].y, fs_params[4].z, 0.0), vec4(normal, 0.0)), 0.0) * fs_params[4].w));
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highp vec4 _335 = _239;
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_335.x = _241.x;
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_335.y = _241.y;
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_335.z = _241.z;
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lit_color = _335;
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highp vec4 _250 = c * _335;
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highp vec4 _257 = texture(tex_emissive_smp, uv);
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highp vec3 _275 = (_250.xyz * (1.0 - min((_257.x + _257.y) + _257.z, 1.0))) + _257.xyz;
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highp vec4 _344 = _250;
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_344.x = _275.x;
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_344.y = _275.y;
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_344.z = _275.z;
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highp vec3 _296 = (_344.xyz * (1.0 - fs_params[1].w)) + (fs_params[1].xyz * fs_params[1].w);
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highp vec4 _350 = _344;
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_350.x = _296.x;
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_350.y = _296.y;
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_350.z = _296.z;
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c = _350;
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highp float param_4 = length(fs_params[0] - position);
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frag_color = vec4(mix(c.xyz, fs_params[40].xyz, vec3(calcFogFactor(param_4))), 1.0);
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}
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#version 300 es
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precision mediump float;
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precision highp int;
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uniform highp vec4 fs_params[41];
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uniform highp sampler2D tex_smp;
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uniform highp sampler2D tex_emissive_smp;
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in highp vec2 uv;
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in highp vec4 color;
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in highp vec4 position;
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in highp vec3 normal;
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layout(location = 0) out highp vec4 frag_color;
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in highp vec4 tangent;
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highp float sqr(highp float x)
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{
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return x * x;
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}
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highp float attenuate_light(highp float _distance, highp float radius, highp float max_intensity, highp float falloff)
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{
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highp float _30 = _distance / radius;
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if (_30 >= 1.0)
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{
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return 0.0;
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}
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highp float param = _30;
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highp float param_1 = 1.0 - sqr(param);
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return (max_intensity * sqr(param_1)) / (falloff * _30 + 1.0);
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}
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highp float calcFogFactor(highp float distance_to_eye)
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{
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return clamp(((distance_to_eye - fs_params[39].x) / (fs_params[39].y - fs_params[39].x)) * fs_params[40].w, 0.0, 1.0);
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}
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void main()
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{
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highp vec4 _113 = texture(tex_smp, uv) * color;
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highp vec4 c = _113;
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highp vec4 lit_color = fs_params[3];
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if (_113.w <= fs_params[2].x)
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{
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discard;
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}
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for (int i = 0; i < int(fs_params[6].x); i++)
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{
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int _145 = i * 2;
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highp vec3 _168 = fs_params[_145 * 1 + 7].xyz - position.xyz;
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highp float param = length(_168);
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highp float param_1 = fs_params[_145 * 1 + 7].w;
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highp float param_2 = 1.0;
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highp float param_3 = 1.0;
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highp vec4 _198 = lit_color;
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highp vec3 _200 = _198.xyz + ((fs_params[(_145 + 1) * 1 + 7].xyz * max(dot(normalize(_168), normal), 0.0)) * attenuate_light(param, param_1, param_2, param_3));
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highp vec4 _329 = _198;
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_329.x = _200.x;
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_329.y = _200.y;
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_329.z = _200.z;
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lit_color = _329;
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}
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highp vec4 _239 = lit_color;
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highp vec3 _241 = _239.xyz + (fs_params[5].xyz * (max(dot(vec4(fs_params[4].x, fs_params[4].y, fs_params[4].z, 0.0), vec4(normal, 0.0)), 0.0) * fs_params[4].w));
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highp vec4 _335 = _239;
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_335.x = _241.x;
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_335.y = _241.y;
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_335.z = _241.z;
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lit_color = _335;
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highp vec4 _250 = c * _335;
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highp vec4 _257 = texture(tex_emissive_smp, uv);
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highp vec3 _275 = (_250.xyz * (1.0 - min((_257.x + _257.y) + _257.z, 1.0))) + _257.xyz;
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highp vec4 _344 = _250;
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_344.x = _275.x;
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_344.y = _275.y;
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_344.z = _275.z;
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highp vec3 _296 = (_344.xyz * (1.0 - fs_params[1].w)) + (fs_params[1].xyz * fs_params[1].w);
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highp vec4 _350 = _344;
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_350.x = _296.x;
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_350.y = _296.y;
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_350.z = _296.z;
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c = _350;
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highp float param_4 = length(fs_params[0] - position);
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frag_color = vec4(mix(c.xyz, fs_params[40].xyz, vec3(calcFogFactor(param_4))), 1.0);
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}
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#version 300 es
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uniform vec4 vs_params[10];
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out vec4 color;
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layout(location = 1) in vec4 color0;
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out vec2 uv;
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layout(location = 2) in vec2 texcoord0;
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out vec3 normal;
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layout(location = 3) in vec3 normals;
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out vec4 tangent;
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layout(location = 4) in vec4 tangents;
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out vec4 position;
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layout(location = 0) in vec4 pos;
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void main()
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{
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color = color0 * vs_params[8];
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uv = texcoord0 + vs_params[9].xy;
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mat4 _40 = mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7]);
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normal = normalize(_40 * vec4(normals, 0.0)).xyz;
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tangent = tangents;
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position = _40 * pos;
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gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
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}
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#version 300 es
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uniform vec4 vs_params[10];
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out vec4 color;
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layout(location = 1) in vec4 color0;
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out vec2 uv;
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layout(location = 2) in vec2 texcoord0;
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out vec3 normal;
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layout(location = 3) in vec3 normals;
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out vec4 tangent;
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layout(location = 4) in vec4 tangents;
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out vec4 position;
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layout(location = 0) in vec4 pos;
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void main()
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{
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color = color0 * vs_params[8];
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uv = texcoord0 + vs_params[9].xy;
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mat4 _40 = mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7]);
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normal = normalize(_40 * vec4(normals, 0.0)).xyz;
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tangent = tangents;
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position = _40 * pos;
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gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
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}
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#version 430
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uniform vec4 fs_params[41];
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layout(binding = 16) uniform sampler2D tex_smp;
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layout(binding = 17) uniform sampler2D tex_emissive_smp;
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layout(location = 1) in vec2 uv;
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layout(location = 0) in vec4 color;
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layout(location = 4) in vec4 position;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec4 frag_color;
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layout(location = 3) in vec4 tangent;
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float sqr(float x)
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{
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return x * x;
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}
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float attenuate_light(float _distance, float radius, float max_intensity, float falloff)
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{
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float _30 = _distance / radius;
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if (_30 >= 1.0)
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{
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return 0.0;
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}
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float param = _30;
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float param_1 = 1.0 - sqr(param);
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return (max_intensity * sqr(param_1)) / fma(falloff, _30, 1.0);
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}
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float calcFogFactor(float distance_to_eye)
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{
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return clamp(((distance_to_eye - fs_params[39].x) / (fs_params[39].y - fs_params[39].x)) * fs_params[40].w, 0.0, 1.0);
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}
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void main()
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{
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vec4 _113 = texture(tex_smp, uv) * color;
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vec4 c = _113;
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vec4 lit_color = fs_params[3];
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if (_113.w <= fs_params[2].x)
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{
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discard;
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}
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for (int i = 0; i < int(fs_params[6].x); i++)
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{
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int _145 = i * 2;
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vec3 _168 = fs_params[_145 * 1 + 7].xyz - position.xyz;
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float param = length(_168);
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float param_1 = fs_params[_145 * 1 + 7].w;
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float param_2 = 1.0;
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float param_3 = 1.0;
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vec4 _198 = lit_color;
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vec3 _200 = _198.xyz + ((fs_params[(_145 + 1) * 1 + 7].xyz * max(dot(normalize(_168), normal), 0.0)) * attenuate_light(param, param_1, param_2, param_3));
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vec4 _329 = _198;
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_329.x = _200.x;
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_329.y = _200.y;
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_329.z = _200.z;
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lit_color = _329;
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}
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vec4 _239 = lit_color;
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vec3 _241 = _239.xyz + (fs_params[5].xyz * (max(dot(vec4(fs_params[4].x, fs_params[4].y, fs_params[4].z, 0.0), vec4(normal, 0.0)), 0.0) * fs_params[4].w));
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vec4 _335 = _239;
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_335.x = _241.x;
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_335.y = _241.y;
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_335.z = _241.z;
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lit_color = _335;
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vec4 _250 = c * _335;
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vec4 _257 = texture(tex_emissive_smp, uv);
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vec3 _275 = (_250.xyz * (1.0 - min((_257.x + _257.y) + _257.z, 1.0))) + _257.xyz;
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vec4 _344 = _250;
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_344.x = _275.x;
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_344.y = _275.y;
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_344.z = _275.z;
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vec3 _296 = (_344.xyz * (1.0 - fs_params[1].w)) + (fs_params[1].xyz * fs_params[1].w);
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vec4 _350 = _344;
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_350.x = _296.x;
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_350.y = _296.y;
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_350.z = _296.z;
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c = _350;
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float param_4 = length(fs_params[0] - position);
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frag_color = vec4(mix(c.xyz, fs_params[40].xyz, vec3(calcFogFactor(param_4))), 1.0);
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}
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#version 430
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uniform vec4 fs_params[41];
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layout(binding = 0) uniform sampler2D tex_smp;
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layout(binding = 1) uniform sampler2D tex_emissive_smp;
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layout(location = 1) in vec2 uv;
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layout(location = 0) in vec4 color;
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layout(location = 4) in vec4 position;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec4 frag_color;
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layout(location = 3) in vec4 tangent;
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float sqr(float x)
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{
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return x * x;
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}
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float attenuate_light(float _distance, float radius, float max_intensity, float falloff)
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{
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float _30 = _distance / radius;
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if (_30 >= 1.0)
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{
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return 0.0;
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}
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float param = _30;
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float param_1 = 1.0 - sqr(param);
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return (max_intensity * sqr(param_1)) / fma(falloff, _30, 1.0);
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}
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float calcFogFactor(float distance_to_eye)
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{
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return clamp(((distance_to_eye - fs_params[39].x) / (fs_params[39].y - fs_params[39].x)) * fs_params[40].w, 0.0, 1.0);
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}
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void main()
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{
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vec4 _113 = texture(tex_smp, uv) * color;
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vec4 c = _113;
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vec4 lit_color = fs_params[3];
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if (_113.w <= fs_params[2].x)
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{
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discard;
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}
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for (int i = 0; i < int(fs_params[6].x); i++)
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{
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int _145 = i * 2;
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vec3 _168 = fs_params[_145 * 1 + 7].xyz - position.xyz;
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float param = length(_168);
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float param_1 = fs_params[_145 * 1 + 7].w;
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float param_2 = 1.0;
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float param_3 = 1.0;
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vec4 _198 = lit_color;
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vec3 _200 = _198.xyz + ((fs_params[(_145 + 1) * 1 + 7].xyz * max(dot(normalize(_168), normal), 0.0)) * attenuate_light(param, param_1, param_2, param_3));
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vec4 _329 = _198;
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_329.x = _200.x;
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_329.y = _200.y;
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_329.z = _200.z;
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lit_color = _329;
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}
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vec4 _239 = lit_color;
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vec3 _241 = _239.xyz + (fs_params[5].xyz * (max(dot(vec4(fs_params[4].x, fs_params[4].y, fs_params[4].z, 0.0), vec4(normal, 0.0)), 0.0) * fs_params[4].w));
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vec4 _335 = _239;
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_335.x = _241.x;
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_335.y = _241.y;
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_335.z = _241.z;
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lit_color = _335;
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vec4 _250 = c * _335;
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vec4 _257 = texture(tex_emissive_smp, uv);
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vec3 _275 = (_250.xyz * (1.0 - min((_257.x + _257.y) + _257.z, 1.0))) + _257.xyz;
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vec4 _344 = _250;
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_344.x = _275.x;
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_344.y = _275.y;
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_344.z = _275.z;
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vec3 _296 = (_344.xyz * (1.0 - fs_params[1].w)) + (fs_params[1].xyz * fs_params[1].w);
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vec4 _350 = _344;
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_350.x = _296.x;
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_350.y = _296.y;
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_350.z = _296.z;
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c = _350;
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float param_4 = length(fs_params[0] - position);
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frag_color = vec4(mix(c.xyz, fs_params[40].xyz, vec3(calcFogFactor(param_4))), 1.0);
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}
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