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path: root/shaders/godot3.4/40-22.shader_test
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[require]
GLSL >= 1.20

[fragment shader]
#version 120
#define USE_GLES_OVER_GL
#define COLOR_USED

// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
// Do not copy these defines in the vertex section.
#ifndef USE_GLES_OVER_GL
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
#endif // !USE_GLES_OVER_GL

#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
#endif

#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif

#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif
#endif


vec2 select2(vec2 a, vec2 b, bvec2 c) {
	vec2 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;

	return ret;
}

vec3 select3(vec3 a, vec3 b, bvec3 c) {
	vec3 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;
	ret.z = c.z ? b.z : a.z;

	return ret;
}

vec4 select4(vec4 a, vec4 b, bvec4 c) {
	vec4 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;
	ret.z = c.z ? b.z : a.z;
	ret.w = c.w ? b.w : a.w;

	return ret;
}

highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
	float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
	float y_coord = float(2 * coord.y + 1) / float(size.y * 2);

	return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}

#if defined(SINH_USED)

highp float sinh(highp float x) {
	return 0.5 * (exp(x) - exp(-x));
}

highp vec2 sinh(highp vec2 x) {
	return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
}

highp vec3 sinh(highp vec3 x) {
	return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
}

highp vec4 sinh(highp vec4 x) {
	return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
}

#endif

#if defined(COSH_USED)

highp float cosh(highp float x) {
	return 0.5 * (exp(x) + exp(-x));
}

highp vec2 cosh(highp vec2 x) {
	return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
}

highp vec3 cosh(highp vec3 x) {
	return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
}

highp vec4 cosh(highp vec4 x) {
	return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
}

#endif

#if defined(TANH_USED)

highp float tanh(highp float x) {
	highp float exp2x = exp(2.0 * x);
	return (exp2x - 1.0) / (exp2x + 1.0);
}

highp vec2 tanh(highp vec2 x) {
	highp float exp2x = exp(2.0 * x.x);
	highp float exp2y = exp(2.0 * x.y);
	return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
}

highp vec3 tanh(highp vec3 x) {
	highp float exp2x = exp(2.0 * x.x);
	highp float exp2y = exp(2.0 * x.y);
	highp float exp2z = exp(2.0 * x.z);
	return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
}

highp vec4 tanh(highp vec4 x) {
	highp float exp2x = exp(2.0 * x.x);
	highp float exp2y = exp(2.0 * x.y);
	highp float exp2z = exp(2.0 * x.z);
	highp float exp2w = exp(2.0 * x.w);
	return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
}

#endif

#if defined(ASINH_USED)

highp float asinh(highp float x) {
	return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
}

highp vec2 asinh(highp vec2 x) {
	return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
}

highp vec3 asinh(highp vec3 x) {
	return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
}

highp vec4 asinh(highp vec4 x) {
	return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
}

#endif

#if defined(ACOSH_USED)

highp float acosh(highp float x) {
	return log(x + sqrt(x * x - 1.0));
}

highp vec2 acosh(highp vec2 x) {
	return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
}

highp vec3 acosh(highp vec3 x) {
	return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
}

highp vec4 acosh(highp vec4 x) {
	return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
}

#endif

#if defined(ATANH_USED)

highp float atanh(highp float x) {
	return 0.5 * log((1.0 + x) / (1.0 - x));
}

highp vec2 atanh(highp vec2 x) {
	return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
}

highp vec3 atanh(highp vec3 x) {
	return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
}

highp vec4 atanh(highp vec4 x) {
	return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
}

#endif

#if defined(ROUND_USED)

highp float round(highp float x) {
	return floor(x + 0.5);
}

highp vec2 round(highp vec2 x) {
	return floor(x + vec2(0.5));
}

highp vec3 round(highp vec3 x) {
	return floor(x + vec3(0.5));
}

highp vec4 round(highp vec4 x) {
	return floor(x + vec4(0.5));
}

#endif

#if defined(ROUND_EVEN_USED)

highp float roundEven(highp float x) {
	highp float t = x + 0.5;
	highp float f = floor(t);
	highp float r;
	if (t == f) {
		if (x > 0)
			r = f - mod(f, 2);
		else
			r = f + mod(f, 2);
	} else
		r = f;
	return r;
}

highp vec2 roundEven(highp vec2 x) {
	return vec2(roundEven(x.x), roundEven(x.y));
}

highp vec3 roundEven(highp vec3 x) {
	return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
}

highp vec4 roundEven(highp vec4 x) {
	return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
}

#endif

#if defined(IS_INF_USED)

bool isinf(highp float x) {
	return (2 * x == x) && (x != 0);
}

bvec2 isinf(highp vec2 x) {
	return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
}

bvec3 isinf(highp vec3 x) {
	return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
}

bvec4 isinf(highp vec4 x) {
	return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
}

#endif

#if defined(IS_NAN_USED)

bool isnan(highp float x) {
	return x != x;
}

bvec2 isnan(highp vec2 x) {
	return bvec2(x.x != x.x, x.y != x.y);
}

bvec3 isnan(highp vec3 x) {
	return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
}

bvec4 isnan(highp vec4 x) {
	return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
}

#endif

#if defined(TRUNC_USED)

highp float trunc(highp float x) {
	return x < 0.0 ? -floor(-x) : floor(x);
}

highp vec2 trunc(highp vec2 x) {
	return vec2(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y));
}

highp vec3 trunc(highp vec3 x) {
	return vec3(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z));
}

highp vec4 trunc(highp vec4 x) {
	return vec4(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z), x.w < 0.0 ? -floor(-x.w) : floor(x.w));
}

#endif

#if defined(DETERMINANT_USED)

highp float determinant(highp mat2 m) {
	return m[0].x * m[1].y - m[1].x * m[0].y;
}

highp float determinant(highp mat3 m) {
	return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
}

highp float determinant(highp mat4 m) {
	highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
	highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
	highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
	highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
	highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
	highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
	highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
	return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
}

#endif

#if defined(INVERSE_USED)

highp mat2 inverse(highp mat2 m) {
	highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
	return mat2(
			vec2(m[1].y * d, -m[0].y * d),
			vec2(-m[1].x * d, m[0].x * d));
}

highp mat3 inverse(highp mat3 m) {
	highp float c01 = m[2].z * m[1].y - m[1].z * m[2].y;
	highp float c11 = -m[2].z * m[1].x + m[1].z * m[2].x;
	highp float c21 = m[2].y * m[1].x - m[1].y * m[2].x;
	highp float d = 1.0 / (m[0].x * c01 + m[0].y * c11 + m[0].z * c21);

	return mat3(c01, (-m[2].z * m[0].y + m[0].z * m[2].y), (m[1].z * m[0].y - m[0].z * m[1].y),
				   c11, (m[2].z * m[0].x - m[0].z * m[2].x), (-m[1].z * m[0].x + m[0].z * m[1].x),
				   c21, (-m[2].y * m[0].x + m[0].y * m[2].x), (m[1].y * m[0].x - m[0].y * m[1].x)) *
			d;
}

highp mat4 inverse(highp mat4 m) {
	highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
	highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
	highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;

	highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
	highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
	highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;

	highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
	highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
	highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;

	highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
	highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
	highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;

	highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
	highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
	highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;

	highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
	highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
	highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;

	vec4 f0 = vec4(c00, c00, c02, c03);
	vec4 f1 = vec4(c04, c04, c06, c07);
	vec4 f2 = vec4(c08, c08, c10, c11);
	vec4 f3 = vec4(c12, c12, c14, c15);
	vec4 f4 = vec4(c16, c16, c18, c19);
	vec4 f5 = vec4(c20, c20, c22, c23);

	vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
	vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
	vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
	vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);

	vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
	vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
	vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
	vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);

	vec4 sa = vec4(+1, -1, +1, -1);
	vec4 sb = vec4(-1, +1, -1, +1);

	mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);

	vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
	vec4 d0 = vec4(m[0] * r0);

	highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
	highp float d = 1.0 / d1;

	return inv * d;
}

#endif

#ifndef USE_GLES_OVER_GL

#if defined(TRANSPOSE_USED)

highp mat2 transpose(highp mat2 m) {
	return mat2(
			vec2(m[0].x, m[1].x),
			vec2(m[0].y, m[1].y));
}

highp mat3 transpose(highp mat3 m) {
	return mat3(
			vec3(m[0].x, m[1].x, m[2].x),
			vec3(m[0].y, m[1].y, m[2].y),
			vec3(m[0].z, m[1].z, m[2].z));
}

#endif

highp mat4 transpose(highp mat4 m) {
	return mat4(
			vec4(m[0].x, m[1].x, m[2].x, m[3].x),
			vec4(m[0].y, m[1].y, m[2].y, m[3].y),
			vec4(m[0].z, m[1].z, m[2].z, m[3].z),
			vec4(m[0].w, m[1].w, m[2].w, m[3].w));
}

#if defined(OUTER_PRODUCT_USED)

highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
	return mat2(c * r.x, c * r.y);
}

highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
	return mat3(c * r.x, c * r.y, c * r.z);
}

highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
	return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
}

#endif

#endif

uniform sampler2D color_texture; // texunit:-1
/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:-2

varying mediump vec2 uv_interp;
varying mediump vec4 color_interp;

#ifdef USE_ATTRIB_MODULATE
varying mediump vec4 modulate_interp;
#endif

uniform highp float time;

uniform vec4 final_modulate;

#ifdef SCREEN_TEXTURE_USED

uniform sampler2D screen_texture; // texunit:-4

#endif

#ifdef SCREEN_UV_USED

uniform vec2 screen_pixel_size;

#endif

#ifdef USE_LIGHTING

uniform highp mat4 light_matrix;
uniform highp mat4 light_local_matrix;
uniform highp mat4 shadow_matrix;
uniform highp vec4 light_color;
uniform highp vec4 light_shadow_color;
uniform highp vec2 light_pos;
uniform highp float shadowpixel_size;
uniform highp float shadow_gradient;
uniform highp float light_height;
uniform highp float light_outside_alpha;
uniform highp float shadow_distance_mult;

uniform lowp sampler2D light_texture; // texunit:-6
varying vec4 light_uv_interp;
varying vec2 transformed_light_uv;

varying vec4 local_rot;

#ifdef USE_SHADOWS

uniform highp sampler2D shadow_texture; // texunit:-5
varying highp vec2 pos;

#endif

const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif

uniform bool use_default_normal;

/* clang-format off */
uniform bool m_split_active;
uniform highp vec2 m_viewport_size;
uniform highp sampler2D m_viewport1;
uniform highp vec2 m_player2_position;
uniform highp vec2 m_player1_position;
uniform highp vec4 m_split_line_color;
uniform highp sampler2D m_viewport2;
uniform highp float m_split_line_thickness;

float m_distanceToLine(in vec2 m_p1, in vec2 m_p2, in vec2 m_point)
{
	float m_a = (m_p1.y - m_p2.y);
	float m_b = (m_p2.x - m_p1.x);
	return (abs(((((m_a * m_point.x) + (m_b * m_point.y)) + (m_p1.x * m_p2.y)) - (m_p2.x * m_p1.y))) / sqrt(((m_a * m_a) + (m_b * m_b))));
}


/* clang-format on */

void light_compute(
		inout vec4 light,
		inout vec2 light_vec,
		inout float light_height,
		inout vec4 light_color,
		vec2 light_uv,
		inout vec4 shadow_color,
		inout vec2 shadow_vec,
		vec3 normal,
		vec2 uv,
#if defined(SCREEN_UV_USED)
		vec2 screen_uv,
#endif
		vec4 color) {

#if defined(USE_LIGHT_SHADER_CODE)

	/* clang-format off */


	/* clang-format on */

#endif
}

void main() {
	vec4 color = color_interp;
	vec2 uv = uv_interp;
#ifdef USE_FORCE_REPEAT
	//needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
	uv = mod(uv, vec2(1.0, 1.0));
#endif

#if !defined(COLOR_USED)
	//default behavior, texture by color
	color *= texture2D(color_texture, uv);
#endif

#ifdef SCREEN_UV_USED
	vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif

	vec3 normal;

#if defined(NORMAL_USED)

	bool normal_used = true;
#else
	bool normal_used = false;
#endif

	if (use_default_normal) {
		normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0;
		normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
		normal_used = true;
	} else {
		normal = vec3(0.0, 0.0, 1.0);
	}

	{
		float normal_depth = 1.0;

#if defined(NORMALMAP_USED)
		vec3 normal_map = vec3(0.0, 0.0, 1.0);
		normal_used = true;
#endif

		// If larger fvfs are used, final_modulate is passed as an attribute.
		// we need to read from this in custom fragment shaders or applying in the post step,
		// rather than using final_modulate directly.
#if defined(final_modulate_alias)
#undef final_modulate_alias
#endif
#ifdef USE_ATTRIB_MODULATE
#define final_modulate_alias modulate_interp
#else
#define final_modulate_alias final_modulate
#endif

		/* clang-format off */
{
	vec3 m_view1 = texture2D(m_viewport1, uv).rgb;
	vec3 m_view2 = texture2D(m_viewport2, uv).rgb;
	float m_width = m_viewport_size.x;
	float m_height = m_viewport_size.y;
	if (m_split_active)
	{
			{
		vec2 m_dx = (m_player2_position - m_player1_position);
		float m_split_slope;
		if ((m_dx.y != 0.0))
		{
					{
			m_split_slope = (m_dx.x / m_dx.y);
		}
;
		}
		else
		{
					{
			m_split_slope = 100000.0;
		}
;
		}
		vec2 m_split_origin = vec2(0.5,0.5);
		vec2 m_split_line_start = vec2(0.0, (m_height * (((m_split_origin.x - 0.0) * m_split_slope) + m_split_origin.y)));
		vec2 m_split_line_end = vec2(m_width, (m_height * (((m_split_origin.x - 1.0) * m_split_slope) + m_split_origin.y)));
		float m_distance_to_split_line = m_distanceToLine(m_split_line_start, m_split_line_end, vec2((uv.x * m_width), (uv.y * m_height)));
		if ((m_distance_to_split_line < m_split_line_thickness))
		{
					{
			color = m_split_line_color;
		}
;
		}
		else
		{
					{
			float m_split_current_y = (((m_split_origin.x - uv.x) * m_split_slope) + m_split_origin.y);
			float m_split_player1_position_y = (((m_split_origin.x - m_player1_position.x) * m_split_slope) + m_split_origin.y);
			if ((uv.y > m_split_current_y))
			{
							{
				if ((m_player1_position.y > m_split_player1_position_y))
				{
									{
					color = vec4(m_view1, 1.0);
				}
;
				}
				else
				{
									{
					color = vec4(m_view2, 1.0);
				}
;
				}
			}
;
			}
			else
			{
							{
				if ((m_player1_position.y < m_split_player1_position_y))
				{
									{
					color = vec4(m_view1, 1.0);
				}
;
				}
				else
				{
									{
					color = vec4(m_view2, 1.0);
				}
;
				}
			}
;
			}
		}
;
		}
	}
;
	}
	else
	{
			{
		color = vec4(m_view1, 1.0);
	}
;
	}
}


		/* clang-format on */

#if defined(NORMALMAP_USED)
		normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
#endif
	}

#if !defined(MODULATE_USED)
	color *= final_modulate_alias;
#endif

#ifdef USE_LIGHTING

	vec2 light_vec = transformed_light_uv;
	vec2 shadow_vec = transformed_light_uv;

	if (normal_used) {
		normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
	}

	float att = 1.0;

	vec2 light_uv = light_uv_interp.xy;
	vec4 light = texture2D(light_texture, light_uv);

	if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
		color.a *= light_outside_alpha; //invisible

	} else {
		float real_light_height = light_height;
		vec4 real_light_color = light_color;
		vec4 real_light_shadow_color = light_shadow_color;

#if defined(USE_LIGHT_SHADER_CODE)
		//light is written by the light shader
		light_compute(
				light,
				light_vec,
				real_light_height,
				real_light_color,
				light_uv,
				real_light_shadow_color,
				shadow_vec,
				normal,
				uv,
#if defined(SCREEN_UV_USED)
				screen_uv,
#endif
				color);
#endif

		light *= real_light_color;

		if (normal_used) {
			vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
			light *= max(dot(-light_normal, normal), 0.0);
		}

		color *= light;

#ifdef USE_SHADOWS

#ifdef SHADOW_VEC_USED
		mat3 inverse_light_matrix = mat3(light_matrix);
		inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
		inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
		inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
		shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
#else
		shadow_vec = light_uv_interp.zw;
#endif

		float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
		float PI = 3.14159265358979323846264;
		/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
		float ang*/

		float su, sz;

		float abs_angle = abs(angle_to_light);
		vec2 point;
		float sh;
		if (abs_angle < 45.0 * PI / 180.0) {
			point = shadow_vec;
			sh = 0.0 + (1.0 / 8.0);
		} else if (abs_angle > 135.0 * PI / 180.0) {
			point = -shadow_vec;
			sh = 0.5 + (1.0 / 8.0);
		} else if (angle_to_light > 0.0) {
			point = vec2(shadow_vec.y, -shadow_vec.x);
			sh = 0.25 + (1.0 / 8.0);
		} else {
			point = vec2(-shadow_vec.y, shadow_vec.x);
			sh = 0.75 + (1.0 / 8.0);
		}

		highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
		s.xyz /= s.w;
		su = s.x * 0.5 + 0.5;
		sz = s.z * 0.5 + 0.5;
		//sz=lightlength(light_vec);

		highp float shadow_attenuation = 0.0;

#ifdef USE_RGBA_SHADOWS
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))

#else

#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r)

#endif

#ifdef SHADOW_USE_GRADIENT

		/* clang-format off */
		/* GLSL es 100 doesn't support line continuation characters(backslashes) */
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }

#else

#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
		/* clang-format on */

#endif

#ifdef SHADOW_FILTER_NEAREST

		SHADOW_TEST(su);

#endif

#ifdef SHADOW_FILTER_PCF3

		SHADOW_TEST(su + shadowpixel_size);
		SHADOW_TEST(su);
		SHADOW_TEST(su - shadowpixel_size);
		shadow_attenuation /= 3.0;

#endif

#ifdef SHADOW_FILTER_PCF5

		SHADOW_TEST(su + shadowpixel_size * 2.0);
		SHADOW_TEST(su + shadowpixel_size);
		SHADOW_TEST(su);
		SHADOW_TEST(su - shadowpixel_size);
		SHADOW_TEST(su - shadowpixel_size * 2.0);
		shadow_attenuation /= 5.0;

#endif

#ifdef SHADOW_FILTER_PCF7

		SHADOW_TEST(su + shadowpixel_size * 3.0);
		SHADOW_TEST(su + shadowpixel_size * 2.0);
		SHADOW_TEST(su + shadowpixel_size);
		SHADOW_TEST(su);
		SHADOW_TEST(su - shadowpixel_size);
		SHADOW_TEST(su - shadowpixel_size * 2.0);
		SHADOW_TEST(su - shadowpixel_size * 3.0);
		shadow_attenuation /= 7.0;

#endif

#ifdef SHADOW_FILTER_PCF9

		SHADOW_TEST(su + shadowpixel_size * 4.0);
		SHADOW_TEST(su + shadowpixel_size * 3.0);
		SHADOW_TEST(su + shadowpixel_size * 2.0);
		SHADOW_TEST(su + shadowpixel_size);
		SHADOW_TEST(su);
		SHADOW_TEST(su - shadowpixel_size);
		SHADOW_TEST(su - shadowpixel_size * 2.0);
		SHADOW_TEST(su - shadowpixel_size * 3.0);
		SHADOW_TEST(su - shadowpixel_size * 4.0);
		shadow_attenuation /= 9.0;

#endif

#ifdef SHADOW_FILTER_PCF13

		SHADOW_TEST(su + shadowpixel_size * 6.0);
		SHADOW_TEST(su + shadowpixel_size * 5.0);
		SHADOW_TEST(su + shadowpixel_size * 4.0);
		SHADOW_TEST(su + shadowpixel_size * 3.0);
		SHADOW_TEST(su + shadowpixel_size * 2.0);
		SHADOW_TEST(su + shadowpixel_size);
		SHADOW_TEST(su);
		SHADOW_TEST(su - shadowpixel_size);
		SHADOW_TEST(su - shadowpixel_size * 2.0);
		SHADOW_TEST(su - shadowpixel_size * 3.0);
		SHADOW_TEST(su - shadowpixel_size * 4.0);
		SHADOW_TEST(su - shadowpixel_size * 5.0);
		SHADOW_TEST(su - shadowpixel_size * 6.0);
		shadow_attenuation /= 13.0;

#endif

		//color *= shadow_attenuation;
		color = mix(real_light_shadow_color, color, shadow_attenuation);
//use shadows
#endif
	}

//use lighting
#endif

#ifdef LINEAR_TO_SRGB
	// regular Linear -> SRGB conversion
	vec3 a = vec3(0.055);
	color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, vec3(lessThan(color.rgb, vec3(0.0031308))));
#endif

	gl_FragColor = color;
}

[vertex shader]
#version 120
#define USE_GLES_OVER_GL
#define COLOR_USED

#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif

uniform highp mat4 projection_matrix;
/* clang-format on */


vec2 select2(vec2 a, vec2 b, bvec2 c) {
	vec2 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;

	return ret;
}

vec3 select3(vec3 a, vec3 b, bvec3 c) {
	vec3 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;
	ret.z = c.z ? b.z : a.z;

	return ret;
}

vec4 select4(vec4 a, vec4 b, bvec4 c) {
	vec4 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;
	ret.z = c.z ? b.z : a.z;
	ret.w = c.w ? b.w : a.w;

	return ret;
}

highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
	float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
	float y_coord = float(2 * coord.y + 1) / float(size.y * 2);

	return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}

#if defined(SINH_USED)

highp float sinh(highp float x) {
	return 0.5 * (exp(x) - exp(-x));
}

highp vec2 sinh(highp vec2 x) {
	return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
}

highp vec3 sinh(highp vec3 x) {
	return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
}

highp vec4 sinh(highp vec4 x) {
	return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
}

#endif

#if defined(COSH_USED)

highp float cosh(highp float x) {
	return 0.5 * (exp(x) + exp(-x));
}

highp vec2 cosh(highp vec2 x) {
	return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
}

highp vec3 cosh(highp vec3 x) {
	return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
}

highp vec4 cosh(highp vec4 x) {
	return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
}

#endif

#if defined(TANH_USED)

highp float tanh(highp float x) {
	highp float exp2x = exp(2.0 * x);
	return (exp2x - 1.0) / (exp2x + 1.0);
}

highp vec2 tanh(highp vec2 x) {
	highp float exp2x = exp(2.0 * x.x);
	highp float exp2y = exp(2.0 * x.y);
	return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
}

highp vec3 tanh(highp vec3 x) {
	highp float exp2x = exp(2.0 * x.x);
	highp float exp2y = exp(2.0 * x.y);
	highp float exp2z = exp(2.0 * x.z);
	return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
}

highp vec4 tanh(highp vec4 x) {
	highp float exp2x = exp(2.0 * x.x);
	highp float exp2y = exp(2.0 * x.y);
	highp float exp2z = exp(2.0 * x.z);
	highp float exp2w = exp(2.0 * x.w);
	return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
}

#endif

#if defined(ASINH_USED)

highp float asinh(highp float x) {
	return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
}

highp vec2 asinh(highp vec2 x) {
	return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
}

highp vec3 asinh(highp vec3 x) {
	return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
}

highp vec4 asinh(highp vec4 x) {
	return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
}

#endif

#if defined(ACOSH_USED)

highp float acosh(highp float x) {
	return log(x + sqrt(x * x - 1.0));
}

highp vec2 acosh(highp vec2 x) {
	return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
}

highp vec3 acosh(highp vec3 x) {
	return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
}

highp vec4 acosh(highp vec4 x) {
	return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
}

#endif

#if defined(ATANH_USED)

highp float atanh(highp float x) {
	return 0.5 * log((1.0 + x) / (1.0 - x));
}

highp vec2 atanh(highp vec2 x) {
	return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
}

highp vec3 atanh(highp vec3 x) {
	return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
}

highp vec4 atanh(highp vec4 x) {
	return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
}

#endif

#if defined(ROUND_USED)

highp float round(highp float x) {
	return floor(x + 0.5);
}

highp vec2 round(highp vec2 x) {
	return floor(x + vec2(0.5));
}

highp vec3 round(highp vec3 x) {
	return floor(x + vec3(0.5));
}

highp vec4 round(highp vec4 x) {
	return floor(x + vec4(0.5));
}

#endif

#if defined(ROUND_EVEN_USED)

highp float roundEven(highp float x) {
	highp float t = x + 0.5;
	highp float f = floor(t);
	highp float r;
	if (t == f) {
		if (x > 0)
			r = f - mod(f, 2);
		else
			r = f + mod(f, 2);
	} else
		r = f;
	return r;
}

highp vec2 roundEven(highp vec2 x) {
	return vec2(roundEven(x.x), roundEven(x.y));
}

highp vec3 roundEven(highp vec3 x) {
	return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
}

highp vec4 roundEven(highp vec4 x) {
	return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
}

#endif

#if defined(IS_INF_USED)

bool isinf(highp float x) {
	return (2 * x == x) && (x != 0);
}

bvec2 isinf(highp vec2 x) {
	return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
}

bvec3 isinf(highp vec3 x) {
	return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
}

bvec4 isinf(highp vec4 x) {
	return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
}

#endif

#if defined(IS_NAN_USED)

bool isnan(highp float x) {
	return x != x;
}

bvec2 isnan(highp vec2 x) {
	return bvec2(x.x != x.x, x.y != x.y);
}

bvec3 isnan(highp vec3 x) {
	return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
}

bvec4 isnan(highp vec4 x) {
	return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
}

#endif

#if defined(TRUNC_USED)

highp float trunc(highp float x) {
	return x < 0.0 ? -floor(-x) : floor(x);
}

highp vec2 trunc(highp vec2 x) {
	return vec2(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y));
}

highp vec3 trunc(highp vec3 x) {
	return vec3(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z));
}

highp vec4 trunc(highp vec4 x) {
	return vec4(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z), x.w < 0.0 ? -floor(-x.w) : floor(x.w));
}

#endif

#if defined(DETERMINANT_USED)

highp float determinant(highp mat2 m) {
	return m[0].x * m[1].y - m[1].x * m[0].y;
}

highp float determinant(highp mat3 m) {
	return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
}

highp float determinant(highp mat4 m) {
	highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
	highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
	highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
	highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
	highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
	highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
	highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
	return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
}

#endif

#if defined(INVERSE_USED)

highp mat2 inverse(highp mat2 m) {
	highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
	return mat2(
			vec2(m[1].y * d, -m[0].y * d),
			vec2(-m[1].x * d, m[0].x * d));
}

highp mat3 inverse(highp mat3 m) {
	highp float c01 = m[2].z * m[1].y - m[1].z * m[2].y;
	highp float c11 = -m[2].z * m[1].x + m[1].z * m[2].x;
	highp float c21 = m[2].y * m[1].x - m[1].y * m[2].x;
	highp float d = 1.0 / (m[0].x * c01 + m[0].y * c11 + m[0].z * c21);

	return mat3(c01, (-m[2].z * m[0].y + m[0].z * m[2].y), (m[1].z * m[0].y - m[0].z * m[1].y),
				   c11, (m[2].z * m[0].x - m[0].z * m[2].x), (-m[1].z * m[0].x + m[0].z * m[1].x),
				   c21, (-m[2].y * m[0].x + m[0].y * m[2].x), (m[1].y * m[0].x - m[0].y * m[1].x)) *
			d;
}

highp mat4 inverse(highp mat4 m) {
	highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
	highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
	highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;

	highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
	highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
	highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;

	highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
	highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
	highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;

	highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
	highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
	highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;

	highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
	highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
	highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;

	highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
	highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
	highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;

	vec4 f0 = vec4(c00, c00, c02, c03);
	vec4 f1 = vec4(c04, c04, c06, c07);
	vec4 f2 = vec4(c08, c08, c10, c11);
	vec4 f3 = vec4(c12, c12, c14, c15);
	vec4 f4 = vec4(c16, c16, c18, c19);
	vec4 f5 = vec4(c20, c20, c22, c23);

	vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
	vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
	vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
	vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);

	vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
	vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
	vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
	vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);

	vec4 sa = vec4(+1, -1, +1, -1);
	vec4 sb = vec4(-1, +1, -1, +1);

	mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);

	vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
	vec4 d0 = vec4(m[0] * r0);

	highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
	highp float d = 1.0 / d1;

	return inv * d;
}

#endif

#ifndef USE_GLES_OVER_GL

#if defined(TRANSPOSE_USED)

highp mat2 transpose(highp mat2 m) {
	return mat2(
			vec2(m[0].x, m[1].x),
			vec2(m[0].y, m[1].y));
}

highp mat3 transpose(highp mat3 m) {
	return mat3(
			vec3(m[0].x, m[1].x, m[2].x),
			vec3(m[0].y, m[1].y, m[2].y),
			vec3(m[0].z, m[1].z, m[2].z));
}

#endif

highp mat4 transpose(highp mat4 m) {
	return mat4(
			vec4(m[0].x, m[1].x, m[2].x, m[3].x),
			vec4(m[0].y, m[1].y, m[2].y, m[3].y),
			vec4(m[0].z, m[1].z, m[2].z, m[3].z),
			vec4(m[0].w, m[1].w, m[2].w, m[3].w));
}

#if defined(OUTER_PRODUCT_USED)

highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
	return mat2(c * r.x, c * r.y);
}

highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
	return mat3(c * r.x, c * r.y, c * r.z);
}

highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
	return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
}

#endif

#endif

uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0

#ifdef USE_ATTRIB_LIGHT_ANGLE
// shared with tangent, not used in canvas shader
attribute highp float light_angle; // attrib:2
#endif

attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4

#ifdef USE_ATTRIB_MODULATE
attribute highp vec4 modulate_attrib; // attrib:5
#endif

// Usually, final_modulate is passed as a uniform. However during batching
// If larger fvfs are used, final_modulate is passed as an attribute.
// we need to read from the attribute in custom vertex shader
// rather than the uniform. We do this by specifying final_modulate_alias
// in shaders rather than final_modulate directly.
#ifdef USE_ATTRIB_MODULATE
#define final_modulate_alias modulate_attrib
#else
#define final_modulate_alias final_modulate
#endif

#ifdef USE_ATTRIB_LARGE_VERTEX
// shared with skeleton attributes, not used in batched shader
attribute highp vec2 translate_attrib; // attrib:6
attribute highp vec4 basis_attrib; // attrib:7
#endif

#ifdef USE_SKELETON
attribute highp vec4 bone_indices; // attrib:6
attribute highp vec4 bone_weights; // attrib:7
#endif

#ifdef USE_INSTANCING

attribute highp vec4 instance_xform0; //attrib:8
attribute highp vec4 instance_xform1; //attrib:9
attribute highp vec4 instance_xform2; //attrib:10
attribute highp vec4 instance_color; //attrib:11

#ifdef USE_INSTANCE_CUSTOM
attribute highp vec4 instance_custom_data; //attrib:12
#endif

#endif

#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; // texunit:-3
uniform highp ivec2 skeleton_texture_size;
uniform highp mat4 skeleton_transform;
uniform highp mat4 skeleton_transform_inverse;
#endif

varying vec2 uv_interp;
varying vec4 color_interp;

#ifdef USE_ATTRIB_MODULATE
// modulate doesn't need interpolating but we need to send it to the fragment shader
varying vec4 modulate_interp;
#endif

#ifdef MODULATE_USED
uniform vec4 final_modulate;
#endif

uniform highp vec2 color_texpixel_size;

#ifdef USE_TEXTURE_RECT

uniform vec4 dst_rect;
uniform vec4 src_rect;

#endif

uniform highp float time;

#ifdef USE_LIGHTING

// light matrices
uniform highp mat4 light_matrix;
uniform highp mat4 light_matrix_inverse;
uniform highp mat4 light_local_matrix;
uniform highp mat4 shadow_matrix;
uniform highp vec4 light_color;
uniform highp vec4 light_shadow_color;
uniform highp vec2 light_pos;
uniform highp float shadowpixel_size;
uniform highp float shadow_gradient;
uniform highp float light_height;
uniform highp float light_outside_alpha;
uniform highp float shadow_distance_mult;

varying vec4 light_uv_interp;
varying vec2 transformed_light_uv;
varying vec4 local_rot;

#ifdef USE_SHADOWS
varying highp vec2 pos;
#endif

const bool at_light_pass = true;
#else
const bool at_light_pass = false;
#endif

/* clang-format off */
uniform bool m_split_active;
uniform highp vec2 m_viewport_size;
uniform highp sampler2D m_viewport1;
uniform highp vec2 m_player2_position;
uniform highp vec2 m_player1_position;
uniform highp vec4 m_split_line_color;
uniform highp sampler2D m_viewport2;
uniform highp float m_split_line_thickness;


/* clang-format on */

vec2 select(vec2 a, vec2 b, bvec2 c) {
	vec2 ret;

	ret.x = c.x ? b.x : a.x;
	ret.y = c.y ? b.y : a.y;

	return ret;
}

void main() {
	vec4 color = color_attrib;
	vec2 uv;

#ifdef USE_INSTANCING
	mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
	color *= instance_color;

#ifdef USE_INSTANCE_CUSTOM
	vec4 instance_custom = instance_custom_data;
#else
	vec4 instance_custom = vec4(0.0);
#endif

#else
	mat4 extra_matrix_instance = extra_matrix;
	vec4 instance_custom = vec4(0.0);
#endif

#ifdef USE_TEXTURE_RECT

	if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
		uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
	} else {
		uv = src_rect.xy + abs(src_rect.zw) * vertex;
	}

	vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);

	// This is what is done in the GLES 3 bindings and should
	// take care of flipped rects.
	//
	// But it doesn't.
	// I don't know why, will need to investigate further.

	outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));

	// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
#else
	vec4 outvec = vec4(vertex.xy, 0.0, 1.0);

	uv = uv_attrib;
#endif

	float point_size = 1.0;

	{
		vec2 src_vtx = outvec.xy;
		/* clang-format off */


		/* clang-format on */
	}

	gl_PointSize = point_size;

#ifdef USE_ATTRIB_MODULATE
	// modulate doesn't need interpolating but we need to send it to the fragment shader
	modulate_interp = modulate_attrib;
#endif

#ifdef USE_ATTRIB_LARGE_VERTEX
	// transform is in attributes
	vec2 temp;

	temp = outvec.xy;
	temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
	temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);

	temp += translate_attrib;
	outvec.xy = temp;

#else

	// transform is in uniforms
#if !defined(SKIP_TRANSFORM_USED)
	outvec = extra_matrix_instance * outvec;
	outvec = modelview_matrix * outvec;
#endif

#endif // not large integer

	color_interp = color;

#ifdef USE_PIXEL_SNAP
	outvec.xy = floor(outvec + 0.5).xy;
	// precision issue on some hardware creates artifacts within texture
	// offset uv by a small amount to avoid
	uv += 1e-5;
#endif

#ifdef USE_SKELETON

	// look up transform from the "pose texture"
	if (bone_weights != vec4(0.0)) {
		highp mat4 bone_transform = mat4(0.0);

		for (int i = 0; i < 4; i++) {
			ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);

			highp mat4 b = mat4(
					texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
					texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
					vec4(0.0, 0.0, 1.0, 0.0),
					vec4(0.0, 0.0, 0.0, 1.0));

			bone_transform += b * bone_weights[i];
		}

		mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;

		outvec = bone_matrix * outvec;
	}

#endif

	uv_interp = uv;
	gl_Position = projection_matrix * outvec;

#ifdef USE_LIGHTING

	light_uv_interp.xy = (light_matrix * outvec).xy;
	light_uv_interp.zw = (light_local_matrix * outvec).xy;

	transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping

#ifdef USE_SHADOWS
	pos = outvec.xy;
#endif

#ifdef USE_ATTRIB_LIGHT_ANGLE
	// we add a fixed offset because we are using the sign later,
	// and don't want floating point error around 0.0
	float la = abs(light_angle) - 1.0;

	// vector light angle
	vec4 vla;
	vla.xy = vec2(cos(la), sin(la));
	vla.zw = vec2(-vla.y, vla.x);

	// vertical flip encoded in the sign
	vla.zw *= sign(light_angle);

	// apply the transform matrix.
	// The rotate will be encoded in the transform matrix for single rects,
	// and just the flips in the light angle.
	// For batching we will encode the rotation and the flips
	// in the light angle, and can use the same shader.
	local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
	local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
#else
	local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
	local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
#ifdef USE_TEXTURE_RECT
	local_rot.xy *= sign(src_rect.z);
	local_rot.zw *= sign(src_rect.w);
#endif
#endif // not using light angle

#endif
}

/* clang-format off */