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|
[require]
GLSL >= 1.10
[fragment shader]
float exp_blender(float f)
{
return pow(2.71828182846, f);
}
void rgb_to_hsv(vec4 rgb, out vec4 outcol)
{
float cmax, cmin, h, s, v, cdelta;
vec3 c;
cmax = max(rgb[0], max(rgb[1], rgb[2]));
cmin = min(rgb[0], min(rgb[1], rgb[2]));
cdelta = cmax-cmin;
v = cmax;
if (cmax!=0.0)
s = cdelta/cmax;
else {
s = 0.0;
h = 0.0;
}
if (s == 0.0) {
h = 0.0;
}
else {
c = (vec3(cmax, cmax, cmax) - rgb.xyz)/cdelta;
if (rgb.x==cmax) h = c[2] - c[1];
else if (rgb.y==cmax) h = 2.0 + c[0] - c[2];
else h = 4.0 + c[1] - c[0];
h /= 6.0;
if (h<0.0)
h += 1.0;
}
outcol = vec4(h, s, v, rgb.w);
}
void hsv_to_rgb(vec4 hsv, out vec4 outcol)
{
float i, f, p, q, t, h, s, v;
vec3 rgb;
h = hsv[0];
s = hsv[1];
v = hsv[2];
if(s==0.0) {
rgb = vec3(v, v, v);
}
else {
if(h==1.0)
h = 0.0;
h *= 6.0;
i = floor(h);
f = h - i;
rgb = vec3(f, f, f);
p = v*(1.0-s);
q = v*(1.0-(s*f));
t = v*(1.0-(s*(1.0-f)));
if (i == 0.0) rgb = vec3(v, t, p);
else if (i == 1.0) rgb = vec3(q, v, p);
else if (i == 2.0) rgb = vec3(p, v, t);
else if (i == 3.0) rgb = vec3(p, q, v);
else if (i == 4.0) rgb = vec3(t, p, v);
else rgb = vec3(v, p, q);
}
outcol = vec4(rgb, hsv.w);
}
#define M_PI 3.14159265358979323846
/*********** SHADER NODES ***************/
void vcol_attribute(vec4 attvcol, out vec4 vcol)
{
vcol = vec4(attvcol.x/255.0, attvcol.y/255.0, attvcol.z/255.0, 1.0);
}
void uv_attribute(vec2 attuv, out vec3 uv)
{
uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0);
}
void geom(vec3 co, vec3 nor, mat4 viewinvmat, vec3 attorco, vec2 attuv, vec4 attvcol, out vec3 global, out vec3 local, out vec3 view, out vec3 orco, out vec3 uv, out vec3 normal, out vec4 vcol, out float frontback)
{
local = co;
view = normalize(local);
global = (viewinvmat*vec4(local, 1.0)).xyz;
orco = attorco;
uv_attribute(attuv, uv);
normal = -normalize(nor); /* blender render normal is negated */
vcol_attribute(attvcol, vcol);
frontback = 1.0;
}
void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
{
outvec = (mat * vec4(vec, 1.0)).xyz;
if(domin == 1.0)
outvec = max(outvec, minvec);
if(domax == 1.0)
outvec = min(outvec, maxvec);
}
void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
{
outdepth = abs(co.z);
outdist = length(co);
outview = normalize(co);
}
void math_add(float val1, float val2, out float outval)
{
outval = val1 + val2;
}
void math_subtract(float val1, float val2, out float outval)
{
outval = val1 - val2;
}
void math_multiply(float val1, float val2, out float outval)
{
outval = val1 * val2;
}
void math_divide(float val1, float val2, out float outval)
{
if (val2 == 0.0)
outval = 0.0;
else
outval = val1 / val2;
}
void math_sine(float val, out float outval)
{
outval = sin(val);
}
void math_cosine(float val, out float outval)
{
outval = cos(val);
}
void math_tangent(float val, out float outval)
{
outval = tan(val);
}
void math_asin(float val, out float outval)
{
if (val <= 1.0 && val >= -1.0)
outval = asin(val);
else
outval = 0.0;
}
void math_acos(float val, out float outval)
{
if (val <= 1.0 && val >= -1.0)
outval = acos(val);
else
outval = 0.0;
}
void math_atan(float val, out float outval)
{
outval = atan(val);
}
void math_pow(float val1, float val2, out float outval)
{
if (val1 >= 0.0)
outval = pow(val1, val2);
else
outval = 0.0;
}
void math_log(float val1, float val2, out float outval)
{
if(val1 > 0.0 && val2 > 0.0)
outval= log2(val1) / log2(val2);
else
outval= 0.0;
}
void math_max(float val1, float val2, out float outval)
{
outval = max(val1, val2);
}
void math_min(float val1, float val2, out float outval)
{
outval = min(val1, val2);
}
void math_round(float val, out float outval)
{
outval= floor(val + 0.5);
}
void math_less_than(float val1, float val2, out float outval)
{
if(val1 < val2)
outval = 1.0;
else
outval = 0.0;
}
void math_greater_than(float val1, float val2, out float outval)
{
if(val1 > val2)
outval = 1.0;
else
outval = 0.0;
}
void squeeze(float val, float width, float center, out float outval)
{
outval = 1.0/(1.0 + pow(2.71828183, -((val-center)*width)));
}
void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 + v2;
outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2]))/3.0;
}
void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 - v2;
outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2]))/3.0;
}
void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 + v2;
outval = length(outvec);
outvec = normalize(outvec);
}
void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = vec3(0, 0, 0);
outval = dot(v1, v2);
}
void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = cross(v1, v2);
outval = length(outvec);
}
void vec_math_normalize(vec3 v, out vec3 outvec, out float outval)
{
outval = length(v);
outvec = normalize(v);
}
void vec_math_negate(vec3 v, out vec3 outv)
{
outv = -v;
}
void normal(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
{
outnor = dir;
outdot = -dot(dir, nor);
}
void curves_vec(vec3 vec, sampler1D curvemap, out vec3 outvec)
{
outvec.x = texture1D(curvemap, (vec.x + 1.0)*0.5).x;
outvec.y = texture1D(curvemap, (vec.y + 1.0)*0.5).y;
outvec.z = texture1D(curvemap, (vec.z + 1.0)*0.5).z;
}
void curves_rgb(vec4 col, sampler1D curvemap, out vec4 outcol)
{
outcol.r = texture1D(curvemap, texture1D(curvemap, col.r).a).r;
outcol.g = texture1D(curvemap, texture1D(curvemap, col.g).a).g;
outcol.b = texture1D(curvemap, texture1D(curvemap, col.b).a).b;
outcol.a = col.a;
}
void set_value(float val, out float outval)
{
outval = val;
}
void set_rgb(vec3 col, out vec3 outcol)
{
outcol = col;
}
void set_rgba(vec4 col, out vec4 outcol)
{
outcol = col;
}
void set_value_zero(out float outval)
{
outval = 0.0;
}
void set_value_one(out float outval)
{
outval = 1.0;
}
void set_rgb_zero(out vec3 outval)
{
outval = vec3(0.0);
}
void set_rgba_zero(out vec4 outval)
{
outval = vec4(0.0);
}
void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col2, fac);
outcol.a = col1.a;
}
void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col1 + col2, fac);
outcol.a = col1.a;
}
void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col1 * col2, fac);
outcol.a = col1.a;
}
void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = vec4(1.0) - (vec4(facm) + fac*(vec4(1.0) - col2))*(vec4(1.0) - col1);
outcol.a = col1.a;
}
void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
if(outcol.r < 0.5)
outcol.r *= facm + 2.0*fac*col2.r;
else
outcol.r = 1.0 - (facm + 2.0*fac*(1.0 - col2.r))*(1.0 - outcol.r);
if(outcol.g < 0.5)
outcol.g *= facm + 2.0*fac*col2.g;
else
outcol.g = 1.0 - (facm + 2.0*fac*(1.0 - col2.g))*(1.0 - outcol.g);
if(outcol.b < 0.5)
outcol.b *= facm + 2.0*fac*col2.b;
else
outcol.b = 1.0 - (facm + 2.0*fac*(1.0 - col2.b))*(1.0 - outcol.b);
}
void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col1 - col2, fac);
outcol.a = col1.a;
}
void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
if(col2.r != 0.0) outcol.r = facm*outcol.r + fac*outcol.r/col2.r;
if(col2.g != 0.0) outcol.g = facm*outcol.g + fac*outcol.g/col2.g;
if(col2.b != 0.0) outcol.b = facm*outcol.b + fac*outcol.b/col2.b;
}
void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, abs(col1 - col2), fac);
outcol.a = col1.a;
}
void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol.rgb = min(col1.rgb, col2.rgb*fac);
outcol.a = col1.a;
}
void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol.rgb = max(col1.rgb, col2.rgb*fac);
outcol.a = col1.a;
}
void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = col1;
if(outcol.r != 0.0) {
float tmp = 1.0 - fac*col2.r;
if(tmp <= 0.0)
outcol.r = 1.0;
else if((tmp = outcol.r/tmp) > 1.0)
outcol.r = 1.0;
else
outcol.r = tmp;
}
if(outcol.g != 0.0) {
float tmp = 1.0 - fac*col2.g;
if(tmp <= 0.0)
outcol.g = 1.0;
else if((tmp = outcol.g/tmp) > 1.0)
outcol.g = 1.0;
else
outcol.g = tmp;
}
if(outcol.b != 0.0) {
float tmp = 1.0 - fac*col2.b;
if(tmp <= 0.0)
outcol.b = 1.0;
else if((tmp = outcol.b/tmp) > 1.0)
outcol.b = 1.0;
else
outcol.b = tmp;
}
}
void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float tmp, facm = 1.0 - fac;
outcol = col1;
tmp = facm + fac*col2.r;
if(tmp <= 0.0)
outcol.r = 0.0;
else if((tmp = (1.0 - (1.0 - outcol.r)/tmp)) < 0.0)
outcol.r = 0.0;
else if(tmp > 1.0)
outcol.r = 1.0;
else
outcol.r = tmp;
tmp = facm + fac*col2.g;
if(tmp <= 0.0)
outcol.g = 0.0;
else if((tmp = (1.0 - (1.0 - outcol.g)/tmp)) < 0.0)
outcol.g = 0.0;
else if(tmp > 1.0)
outcol.g = 1.0;
else
outcol.g = tmp;
tmp = facm + fac*col2.b;
if(tmp <= 0.0)
outcol.b = 0.0;
else if((tmp = (1.0 - (1.0 - outcol.b)/tmp)) < 0.0)
outcol.b = 0.0;
else if(tmp > 1.0)
outcol.b = 1.0;
else
outcol.b = tmp;
}
void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
vec4 hsv, hsv2, tmp;
rgb_to_hsv(col2, hsv2);
if(hsv2.y != 0.0) {
rgb_to_hsv(outcol, hsv);
hsv.x = hsv2.x;
hsv_to_rgb(hsv, tmp);
outcol = mix(outcol, tmp, fac);
outcol.a = col1.a;
}
}
void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
vec4 hsv, hsv2;
rgb_to_hsv(outcol, hsv);
if(hsv.y != 0.0) {
rgb_to_hsv(col2, hsv2);
hsv.y = facm*hsv.y + fac*hsv2.y;
hsv_to_rgb(hsv, outcol);
}
}
void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
vec4 hsv, hsv2;
rgb_to_hsv(col1, hsv);
rgb_to_hsv(col2, hsv2);
hsv.z = facm*hsv.z + fac*hsv2.z;
hsv_to_rgb(hsv, outcol);
}
void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
vec4 hsv, hsv2, tmp;
rgb_to_hsv(col2, hsv2);
if(hsv2.y != 0.0) {
rgb_to_hsv(outcol, hsv);
hsv.x = hsv2.x;
hsv.y = hsv2.y;
hsv_to_rgb(hsv, tmp);
outcol = mix(outcol, tmp, fac);
outcol.a = col1.a;
}
}
void valtorgb(float fac, sampler1D colormap, out vec4 outcol, out float outalpha)
{
outcol = texture1D(colormap, fac);
outalpha = outcol.a;
}
void rgbtobw(vec4 color, out float outval)
{
outval = color.r*0.35 + color.g*0.45 + color.b*0.2;
}
void invert(float fac, vec4 col, out vec4 outcol)
{
outcol.xyz = mix(col.xyz, vec3(1.0, 1.0, 1.0) - col.xyz, fac);
outcol.w = col.w;
}
void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)
{
vec4 hsv;
rgb_to_hsv(col, hsv);
hsv[0] += (hue - 0.5);
if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0;
hsv[1] *= sat;
if(hsv[1]>1.0) hsv[1]= 1.0; else if(hsv[1]<0.0) hsv[1]= 0.0;
hsv[2] *= value;
if(hsv[2]>1.0) hsv[2]= 1.0; else if(hsv[2]<0.0) hsv[2]= 0.0;
hsv_to_rgb(hsv, outcol);
outcol = mix(col, outcol, fac);
}
void separate_rgb(vec4 col, out float r, out float g, out float b)
{
r = col.r;
g = col.g;
b = col.b;
}
void combine_rgb(float r, float g, float b, out vec4 col)
{
col = vec4(r, g, b, 1.0);
}
void output_node(vec4 rgb, float alpha, out vec4 outrgb)
{
outrgb = vec4(rgb.rgb, alpha);
}
/*********** TEXTURES ***************/
void texture_flip_blend(vec3 vec, out vec3 outvec)
{
outvec = vec.yxz;
}
void texture_blend_lin(vec3 vec, out float outval)
{
outval = (1.0+vec.x)/2.0;
}
void texture_blend_quad(vec3 vec, out float outval)
{
outval = max((1.0+vec.x)/2.0, 0.0);
outval *= outval;
}
void texture_wood_sin(vec3 vec, out float value, out vec4 color, out vec3 normal)
{
float a = sqrt(vec.x*vec.x + vec.y*vec.y + vec.z*vec.z)*20.0;
float wi = 0.5 + 0.5*sin(a);
value = wi;
color = vec4(wi, wi, wi, 1.0);
normal = vec3(0.0, 0.0, 0.0);
}
void texture_image(vec3 vec, sampler2D ima, out float value, out vec4 color, out vec3 normal)
{
color = texture2D(ima, (vec.xy + vec2(1.0, 1.0))*0.5);
value = 1.0;
normal.x = 2.0*(color.r - 0.5);
normal.y = 2.0*(0.5 - color.g);
normal.z = 2.0*(color.b - 0.5);
}
/************* MTEX *****************/
void texco_orco(vec3 attorco, out vec3 orco)
{
orco = attorco;
}
void texco_uv(vec2 attuv, out vec3 uv)
{
/* disabled for now, works together with leaving out mtex_2d_mapping
uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0); */
uv = vec3(attuv, 0.0);
}
void texco_norm(vec3 normal, out vec3 outnormal)
{
/* corresponds to shi->orn, which is negated so cancels
out blender normal negation */
outnormal = normalize(normal);
}
void texco_tangent(vec3 tangent, out vec3 outtangent)
{
outtangent = normalize(tangent);
}
void texco_global(mat4 viewinvmat, vec3 co, out vec3 global)
{
global = (viewinvmat*vec4(co, 1.0)).xyz;
}
void texco_object(mat4 viewinvmat, mat4 obinvmat, vec3 co, out vec3 object)
{
object = (obinvmat*(viewinvmat*vec4(co, 1.0))).xyz;
}
void texco_refl(vec3 vn, vec3 view, out vec3 ref)
{
ref = view - 2.0*dot(vn, view)*vn;
}
void shade_norm(vec3 normal, out vec3 outnormal)
{
/* blender render normal is negated */
outnormal = -normalize(normal);
}
void mtex_rgb_blend(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm;
fact *= facg;
facm = 1.0-fact;
incol = fact*texcol + facm*outcol;
}
void mtex_rgb_mul(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm;
fact *= facg;
facm = 1.0-facg;
incol = (facm + fact*texcol)*outcol;
}
void mtex_rgb_screen(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm;
fact *= facg;
facm = 1.0-facg;
incol = vec3(1.0) - (vec3(facm) + fact*(vec3(1.0) - texcol))*(vec3(1.0) - outcol);
}
void mtex_rgb_overlay(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm;
fact *= facg;
facm = 1.0-facg;
if(outcol.r < 0.5)
incol.r = outcol.r*(facm + 2.0*fact*texcol.r);
else
incol.r = 1.0 - (facm + 2.0*fact*(1.0 - texcol.r))*(1.0 - outcol.r);
if(outcol.g < 0.5)
incol.g = outcol.g*(facm + 2.0*fact*texcol.g);
else
incol.g = 1.0 - (facm + 2.0*fact*(1.0 - texcol.g))*(1.0 - outcol.g);
if(outcol.b < 0.5)
incol.b = outcol.b*(facm + 2.0*fact*texcol.b);
else
incol.b = 1.0 - (facm + 2.0*fact*(1.0 - texcol.b))*(1.0 - outcol.b);
}
void mtex_rgb_sub(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
incol = -fact*facg*texcol + outcol;
}
void mtex_rgb_add(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
incol = fact*facg*texcol + outcol;
}
void mtex_rgb_div(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm;
fact *= facg;
facm = 1.0-fact;
if(texcol.r != 0.0) incol.r = facm*outcol.r + fact*outcol.r/texcol.r;
if(texcol.g != 0.0) incol.g = facm*outcol.g + fact*outcol.g/texcol.g;
if(texcol.b != 0.0) incol.b = facm*outcol.b + fact*outcol.b/texcol.b;
}
void mtex_rgb_diff(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm;
fact *= facg;
facm = 1.0-fact;
incol = facm*outcol + fact*abs(texcol - outcol);
}
void mtex_rgb_dark(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm, col;
fact *= facg;
facm = 1.0-fact;
col = fact*texcol.r;
if(col < outcol.r) incol.r = col; else incol.r = outcol.r;
col = fact*texcol.g;
if(col < outcol.g) incol.g = col; else incol.g = outcol.g;
col = fact*texcol.b;
if(col < outcol.b) incol.b = col; else incol.b = outcol.b;
}
void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
float facm, col;
fact *= facg;
facm = 1.0-fact;
col = fact*texcol.r;
if(col > outcol.r) incol.r = col; else incol.r = outcol.r;
col = fact*texcol.g;
if(col > outcol.g) incol.g = col; else incol.g = outcol.g;
col = fact*texcol.b;
if(col > outcol.b) incol.b = col; else incol.b = outcol.b;
}
void mtex_rgb_hue(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
vec4 col;
mix_hue(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
incol.rgb = col.rgb;
}
void mtex_rgb_sat(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
vec4 col;
mix_sat(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
incol.rgb = col.rgb;
}
void mtex_rgb_val(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
vec4 col;
mix_val(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
incol.rgb = col.rgb;
}
void mtex_rgb_color(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
{
vec4 col;
mix_color(fact*facg, vec4(outcol, 1.0), vec4(texcol, 1.0), col);
incol.rgb = col.rgb;
}
void mtex_value_vars(inout float fact, float facg, out float facm, float flip)
{
fact *= facg;
facm = 1.0-fact;
if(flip != 0.0) {
float tmp = fact;
fact = facm;
facm = tmp;
}
}
void mtex_value_blend(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
incol = fact*texcol + facm*outcol;
}
void mtex_value_mul(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
facm = 1.0 - facg;
incol = (facm + fact*texcol)*outcol;
}
void mtex_value_screen(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
facm = 1.0 - facg;
incol = 1.0 - (facm + fact*(1.0 - texcol))*(1.0 - outcol);
}
void mtex_value_sub(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
fact = -fact;
incol = fact*texcol + outcol;
}
void mtex_value_add(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
fact = fact;
incol = fact*texcol + outcol;
}
void mtex_value_div(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
if(texcol != 0.0)
incol = facm*outcol + fact*outcol/texcol;
else
incol = 0.0;
}
void mtex_value_diff(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
incol = facm*outcol + fact*abs(texcol - outcol);
}
void mtex_value_dark(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
float col = fact*texcol;
if(col < outcol) incol = col; else incol = outcol;
}
void mtex_value_light(float outcol, float texcol, float fact, float facg, float flip, out float incol)
{
float facm;
mtex_value_vars(fact, facg, facm, flip);
float col = fact*texcol;
if(col > outcol) incol = col; else incol = outcol;
}
void mtex_value_clamp_positive(float fac, out float outfac)
{
outfac = max(fac, 0.0);
}
void mtex_value_clamp(float fac, out float outfac)
{
outfac = clamp(fac, 0.0, 1.0);
}
void mtex_har_divide(float har, out float outhar)
{
outhar = har/128.0;
}
void mtex_har_multiply_clamp(float har, out float outhar)
{
har *= 128.0;
if(har < 1.0) outhar = 1.0;
else if(har > 511.0) outhar = 511.0;
else outhar = har;
}
void mtex_alpha_from_col(vec4 col, out float alpha)
{
alpha = col.a;
}
void mtex_alpha_to_col(vec4 col, float alpha, out vec4 outcol)
{
outcol = vec4(col.rgb, alpha);
}
void mtex_rgbtoint(vec4 rgb, out float intensity)
{
intensity = dot(vec3(0.35, 0.45, 0.2), rgb.rgb);
}
void mtex_value_invert(float invalue, out float outvalue)
{
outvalue = 1.0 - invalue;
}
void mtex_rgb_invert(vec4 inrgb, out vec4 outrgb)
{
outrgb = vec4(vec3(1.0) - inrgb.rgb, inrgb.a);
}
void mtex_value_stencil(float stencil, float intensity, out float outstencil, out float outintensity)
{
float fact = intensity;
outintensity = intensity*stencil;
outstencil = stencil*fact;
}
void mtex_rgb_stencil(float stencil, vec4 rgb, out float outstencil, out vec4 outrgb)
{
float fact = rgb.a;
outrgb = vec4(rgb.rgb, rgb.a*stencil);
outstencil = stencil*fact;
}
void mtex_mapping_ofs(vec3 texco, vec3 ofs, out vec3 outtexco)
{
outtexco = texco + ofs;
}
void mtex_mapping_size(vec3 texco, vec3 size, out vec3 outtexco)
{
outtexco = size*texco;
}
void mtex_2d_mapping(vec3 vec, out vec3 outvec)
{
outvec = vec3(vec.xy*0.5 + vec2(0.5, 0.5), vec.z);
}
void mtex_image(vec3 vec, sampler2D ima, out float value, out vec4 color, out vec3 normal)
{
color = texture2D(ima, vec.xy);
value = 1.0;
normal = 2.0*(vec3(color.r, -color.g, color.b) - vec3(0.5, -0.5, 0.5));
}
void mtex_negate_texnormal(vec3 normal, out vec3 outnormal)
{
outnormal = vec3(-normal.x, -normal.y, normal.z);
}
void mtex_nspace_tangent(vec3 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
{
tangent = normalize(tangent);
vec3 B = cross(normal, tangent);
outnormal = texnormal.x*tangent + texnormal.y*B + texnormal.z*normal;
outnormal = normalize(outnormal);
}
void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal)
{
outnormal = (1.0 - norfac)*normal + norfac*newnormal;
outnormal = normalize(outnormal);
}
/******* MATERIAL *********/
void lamp_visibility_sun_hemi(vec3 lampvec, out vec3 lv, out float dist, out float visifac)
{
lv = lampvec;
dist = 1.0;
visifac = 1.0;
}
void lamp_visibility_other(vec3 co, vec3 lampco, out vec3 lv, out float dist, out float visifac)
{
lv = co - lampco;
dist = length(lv);
lv = normalize(lv);
visifac = 1.0;
}
void lamp_falloff_invlinear(float lampdist, float dist, out float visifac)
{
visifac = lampdist/(lampdist + dist);
}
void lamp_falloff_invsquare(float lampdist, float dist, out float visifac)
{
visifac = lampdist/(lampdist + dist*dist);
}
void lamp_falloff_sliders(float lampdist, float ld1, float ld2, float dist, out float visifac)
{
float lampdistkw = lampdist*lampdist;
visifac = lampdist/(lampdist + ld1*dist);
visifac *= lampdistkw/(lampdistkw + ld2*dist*dist);
}
void lamp_falloff_curve(float lampdist, sampler1D curvemap, float dist, out float visifac)
{
visifac = texture1D(curvemap, dist/lampdist).x;
}
void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float outvisifac)
{
float t= lampdist - dist;
outvisifac= visifac*max(t, 0.0)/lampdist;
}
void lamp_visibility_spot_square(vec3 lampvec, mat4 lampimat, vec3 lv, out float inpr)
{
if(dot(lv, lampvec) > 0.0) {
vec3 lvrot = (lampimat*vec4(lv, 0.0)).xyz;
float x = max(abs(lvrot.x/lvrot.z), abs(lvrot.y/lvrot.z));
inpr = 1.0/sqrt(1.0 + x*x);
}
else
inpr = 0.0;
}
void lamp_visibility_spot_circle(vec3 lampvec, vec3 lv, out float inpr)
{
inpr = dot(lv, lampvec);
}
void lamp_visibility_spot(float spotsi, float spotbl, float inpr, float visifac, out float outvisifac)
{
float t = spotsi;
if(inpr <= t) {
outvisifac = 0.0;
}
else {
t = inpr - t;
/* soft area */
if(spotbl != 0.0)
inpr *= smoothstep(0.0, 1.0, t/spotbl);
outvisifac = visifac*inpr;
}
}
void lamp_visibility_clamp(float visifac, out float outvisifac)
{
outvisifac = (visifac < 0.001)? 0.0: visifac;
}
void shade_view(vec3 co, out vec3 view)
{
/* handle perspective/orthographic */
view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(co): vec3(0.0, 0.0, -1.0);
}
void shade_tangent_v(vec3 lv, vec3 tang, out vec3 vn)
{
vec3 c = cross(lv, tang);
vec3 vnor = cross(c, tang);
vn = -normalize(vnor);
}
void shade_inp(vec3 vn, vec3 lv, out float inp)
{
inp = dot(vn, lv);
}
void shade_is_no_diffuse(out float is)
{
is = 0.0;
}
void shade_is_hemi(float inp, out float is)
{
is = 0.5*inp + 0.5;
}
float area_lamp_energy(mat4 area, vec3 co, vec3 vn)
{
vec3 vec[4], c[4];
float rad[4], fac;
vec[0] = normalize(co - area[0].xyz);
vec[1] = normalize(co - area[1].xyz);
vec[2] = normalize(co - area[2].xyz);
vec[3] = normalize(co - area[3].xyz);
c[0] = normalize(cross(vec[0], vec[1]));
c[1] = normalize(cross(vec[1], vec[2]));
c[2] = normalize(cross(vec[2], vec[3]));
c[3] = normalize(cross(vec[3], vec[0]));
rad[0] = acos(dot(vec[0], vec[1]));
rad[1] = acos(dot(vec[1], vec[2]));
rad[2] = acos(dot(vec[2], vec[3]));
rad[3] = acos(dot(vec[3], vec[0]));
fac= rad[0]*dot(vn, c[0]);
fac+= rad[1]*dot(vn, c[1]);
fac+= rad[2]*dot(vn, c[2]);
fac+= rad[3]*dot(vn, c[3]);
return max(fac, 0.0);
}
void shade_inp_area(vec3 position, vec3 lampco, vec3 lampvec, vec3 vn, mat4 area, float areasize, float k, out float inp)
{
vec3 co = position;
vec3 vec = co - lampco;
if(dot(vec, lampvec) < 0.0) {
inp = 0.0;
}
else {
float intens = area_lamp_energy(area, co, vn);
inp = pow(intens*areasize, k);
}
}
void shade_diffuse_oren_nayer(float nl, vec3 n, vec3 l, vec3 v, float rough, out float is)
{
vec3 h = normalize(v + l);
float nh = max(dot(n, h), 0.0);
float nv = max(dot(n, v), 0.0);
float realnl = dot(n, l);
if(realnl < 0.0) {
is = 0.0;
}
else if(nl < 0.0) {
is = 0.0;
}
else {
float vh = max(dot(v, h), 0.0);
float Lit_A = acos(realnl);
float View_A = acos(nv);
vec3 Lit_B = normalize(l - realnl*n);
vec3 View_B = normalize(v - nv*n);
float t = max(dot(Lit_B, View_B), 0.0);
float a, b;
if(Lit_A > View_A) {
a = Lit_A;
b = View_A;
}
else {
a = View_A;
b = Lit_A;
}
float A = 1.0 - (0.5*((rough*rough)/((rough*rough) + 0.33)));
float B = 0.45*((rough*rough)/((rough*rough) + 0.09));
b *= 0.95;
is = nl*(A + (B * t * sin(a) * tan(b)));
}
}
void shade_diffuse_toon(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out float is)
{
float rslt = dot(n, l);
float ang = acos(rslt);
if(ang < size) is = 1.0;
else if(ang > (size + tsmooth) || tsmooth == 0.0) is = 0.0;
else is = 1.0 - ((ang - size)/tsmooth);
}
void shade_diffuse_minnaert(float nl, vec3 n, vec3 v, float darkness, out float is)
{
if(nl <= 0.0) {
is = 0.0;
}
else {
float nv = max(dot(n, v), 0.0);
if(darkness <= 1.0)
is = nl*pow(max(nv*nl, 0.1), darkness - 1.0);
else
is = nl*pow(1.0001 - nv, darkness - 1.0);
}
}
float fresnel_fac(vec3 view, vec3 vn, float grad, float fac)
{
float t1, t2;
float ffac;
if(fac==0.0) {
ffac = 1.0;
}
else {
t1= dot(view, vn);
if(t1>0.0) t2= 1.0+t1;
else t2= 1.0-t1;
t2= grad + (1.0-grad)*pow(t2, fac);
if(t2<0.0) ffac = 0.0;
else if(t2>1.0) ffac = 1.0;
else ffac = t2;
}
return ffac;
}
void shade_diffuse_fresnel(vec3 vn, vec3 lv, vec3 view, float fac_i, float fac, out float is)
{
is = fresnel_fac(lv, vn, fac_i, fac);
}
void shade_cubic(float is, out float outis)
{
if(is>0.0 && is<1.0)
outis= smoothstep(0.0, 1.0, is);
else
outis= is;
}
void shade_visifac(float i, float visifac, float refl, out float outi)
{
/*if(i > 0.0)*/
outi = max(i*visifac*refl, 0.0);
/*else
outi = i;*/
}
void shade_tangent_v_spec(vec3 tang, out vec3 vn)
{
vn = tang;
}
void shade_add_to_diffuse(float i, vec3 lampcol, vec3 col, out vec3 outcol)
{
if(i > 0.0)
outcol = i*lampcol*col;
else
outcol = vec3(0.0, 0.0, 0.0);
}
void shade_hemi_spec(vec3 vn, vec3 lv, vec3 view, float spec, float hard, float visifac, out float t)
{
lv += view;
lv = normalize(lv);
t = dot(vn, lv);
t = 0.5*t + 0.5;
t = visifac*spec*pow(t, hard);
}
void shade_phong_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
{
vec3 h = normalize(l + v);
float rslt = max(dot(h, n), 0.0);
specfac = pow(rslt, hard);
}
void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
{
vec3 h = normalize(v + l);
float nh = dot(n, h);
if(nh < 0.0) {
specfac = 0.0;
}
else {
float nv = max(dot(n, v), 0.0);
float i = pow(nh, hard);
i = i/(0.1+nv);
specfac = i;
}
}
void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, out float specfac)
{
if(refrac < 1.0) {
specfac = 0.0;
}
else if(spec_power == 0.0) {
specfac = 0.0;
}
else {
if(spec_power<100.0)
spec_power= sqrt(1.0/spec_power);
else
spec_power= 10.0/spec_power;
vec3 h = normalize(v + l);
float nh = dot(n, h);
if(nh < 0.0) {
specfac = 0.0;
}
else {
float nv = max(dot(n, v), 0.01);
float nl = dot(n, l);
if(nl <= 0.01) {
specfac = 0.0;
}
else {
float vh = max(dot(v, h), 0.01);
float a = 1.0;
float b = (2.0*nh*nv)/vh;
float c = (2.0*nh*nl)/vh;
float g = 0.0;
if(a < b && a < c) g = a;
else if(b < a && b < c) g = b;
else if(c < a && c < b) g = c;
float p = sqrt(((refrac * refrac)+(vh*vh)-1.0));
float f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1.0+((((vh*(p+vh))-1.0)*((vh*(p+vh))-1.0))/(((vh*(p-vh))+1.0)*((vh*(p-vh))+1.0))));
float ang = acos(nh);
specfac = max(f*g*exp_blender((-(ang*ang)/(2.0*spec_power*spec_power))), 0.0);
}
}
}
}
void shade_wardiso_spec(vec3 n, vec3 l, vec3 v, float rms, out float specfac)
{
vec3 h = normalize(l + v);
float nh = max(dot(n, h), 0.001);
float nv = max(dot(n, v), 0.001);
float nl = max(dot(n, l), 0.001);
float angle = tan(acos(nh));
float alpha = max(rms, 0.001);
specfac= nl * (1.0/(4.0*M_PI*alpha*alpha))*(exp_blender(-(angle*angle)/(alpha*alpha))/(sqrt(nv*nl)));
}
void shade_toon_spec(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out float specfac)
{
vec3 h = normalize(l + v);
float rslt = dot(h, n);
float ang = acos(rslt);
if(ang < size) rslt = 1.0;
else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
else rslt = 1.0 - ((ang - size)/tsmooth);
specfac = rslt;
}
void shade_spec_area_inp(float specfac, float inp, out float outspecfac)
{
outspecfac = specfac*inp;
}
void shade_spec_t(float shadfac, float spec, float visifac, float specfac, out float t)
{
t = shadfac*spec*visifac*specfac;
}
void shade_add_spec(float t, vec3 lampcol, vec3 speccol, out vec3 outcol)
{
outcol = t*lampcol*speccol;
}
void shade_add(vec4 col1, vec4 col2, out vec4 outcol)
{
outcol = col1 + col2;
}
void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol)
{
outcol = col + col1*col2;
}
void shade_maddf(vec4 col, float f, vec4 col1, out vec4 outcol)
{
outcol = col + f*col1;
}
void shade_mul(vec4 col1, vec4 col2, out vec4 outcol)
{
outcol = col1*col2;
}
void shade_mul_value(float fac, vec4 col, out vec4 outcol)
{
outcol = col*fac;
}
void shade_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
{
outcol = vec4(col.rgb*obcol.rgb, col.a);
}
void ramp_rgbtobw(vec3 color, out float outval)
{
outval = color.r*0.3 + color.g*0.58 + color.b*0.12;
}
void shade_only_shadow(float i, float shadfac, float energy, out float outshadfac)
{
outshadfac = i*energy*(1.0 - shadfac);
}
void shade_only_shadow_diffuse(float shadfac, vec3 rgb, vec4 diff, out vec4 outdiff)
{
outdiff = diff - vec4(rgb*shadfac, 0.0);
}
void shade_only_shadow_specular(float shadfac, vec3 specrgb, vec4 spec, out vec4 outspec)
{
outspec = spec - vec4(specrgb*shadfac, 0.0);
}
void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, float inp, out float result)
{
if(inp <= 0.0) {
result = 0.0;
}
else {
vec4 co = shadowpersmat*vec4(rco, 1.0);
//float bias = (1.5 - inp*inp)*shadowbias;
co.z -= shadowbias*co.w;
result = shadow2DProj(shadowmap, co).x;
}
}
void shade_exposure_correct(vec3 col, float linfac, float logfac, out vec3 outcol)
{
outcol = linfac*(1.0 - exp(col*logfac));
}
void shade_mist_factor(vec3 co, float miststa, float mistdist, float misttype, float misi, out float outfac)
{
float fac, zcor;
zcor = (gl_ProjectionMatrix[3][3] == 0.0)? length(co): -co[2];
fac = clamp((zcor-miststa)/mistdist, 0.0, 1.0);
if(misttype == 0.0) fac *= fac;
else if(misttype == 1.0);
else fac = sqrt(fac);
outfac = 1.0 - (1.0-fac)*(1.0-misi);
}
void shade_world_mix(vec3 hor, vec4 col, out vec4 outcol)
{
float fac = clamp(col.a, 0.0, 1.0);
outcol = vec4(mix(hor, col.rgb, fac), col.a);
}
void shade_alpha_opaque(vec4 col, out vec4 outcol)
{
outcol = vec4(col.rgb, 1.0);
}
void shade_alpha_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
{
outcol = vec4(col.rgb, col.a*obcol.a);
}
varying vec3 varnormal;
varying vec3 varposition;
varying vec2 var0;
uniform sampler2D samp0;
const float cons14 = float(0.500000);
const float cons15 = float(1.000000);
const float cons17 = float(0.000000);
const float cons18 = float(1.000000);
const float cons21 = float(0.000000);
uniform sampler2D samp1;
varying vec3 var1;
uniform sampler2D samp2;
const vec3 cons46 = vec3(0.828532, 0.702697, 0.555126);
const float cons49 = float(1.000000);
uniform vec3 unf53;
const float cons64 = float(0.557062);
uniform vec4 unf67;
uniform sampler1D samp3;
const float cons80 = float(0.500000);
const float cons93 = float(0.000000);
const float cons94 = float(21.000000);
uniform vec3 unf98;
const vec3 cons99 = vec3(1.000000, 1.000000, 1.000000);
uniform vec3 unf104;
const float cons113 = float(0.557062);
uniform vec4 unf116;
uniform sampler1D samp4;
const float cons129 = float(0.500000);
const float cons142 = float(21.000000);
const float cons144 = float(1.000000);
uniform vec3 unf150;
const vec3 cons151 = vec3(1.000000, 1.000000, 1.000000);
uniform vec3 unf157;
const float cons161 = float(20.000000);
uniform vec3 unf164;
const float cons167 = float(0.996195);
const float cons168 = float(0.000571);
const float cons179 = float(0.557062);
uniform sampler2DShadow samp5;
uniform mat4 unf183;
const float cons184 = float(0.005000);
uniform float unf189;
uniform vec3 unf196;
const float cons200 = float(20.000000);
uniform vec3 unf203;
const float cons206 = float(0.996195);
const float cons207 = float(0.000571);
const float cons218 = float(0.557062);
uniform sampler2DShadow samp6;
uniform mat4 unf222;
const float cons223 = float(0.005000);
uniform float unf228;
const float cons238 = float(1.000000);
const float cons241 = float(6.000000);
const float cons242 = float(26.000000);
const float cons243 = float(0.000000);
const float cons244 = float(0.000000);
const vec4 cons248 = vec4(0.906274, 0.882745, 0.992157, 0.000000);
void main(void)
{
vec3 tmp2;
vec3 tmp4;
vec3 tmp6;
float tmp9;
vec4 tmp10;
vec3 tmp11;
float tmp13;
float tmp16;
float tmp22;
float tmp24;
vec3 tmp26;
float tmp29;
vec4 tmp30;
vec3 tmp31;
vec3 tmp35;
vec3 tmp37;
float tmp40;
vec4 tmp41;
vec3 tmp42;
vec4 tmp44;
float tmp45;
vec3 tmp50;
vec3 tmp51;
vec3 tmp52;
vec3 tmp54;
float tmp55;
float tmp56;
float tmp59;
float tmp61;
float tmp65;
vec4 tmp68;
vec3 tmp71;
float tmp72;
vec4 tmp75;
float tmp76;
float tmp78;
float tmp81;
vec4 tmp85;
vec4 tmp89;
float tmp96;
vec3 tmp100;
vec4 tmp103;
vec3 tmp105;
float tmp106;
float tmp107;
float tmp110;
float tmp114;
vec4 tmp117;
vec3 tmp120;
float tmp121;
vec4 tmp124;
float tmp125;
float tmp127;
float tmp130;
vec4 tmp134;
vec4 tmp138;
float tmp143;
float tmp148;
vec3 tmp152;
vec4 tmp155;
vec3 tmp158;
float tmp159;
float tmp160;
float tmp163;
float tmp166;
float tmp171;
float tmp173;
float tmp176;
float tmp180;
float tmp186;
float tmp190;
vec4 tmp194;
vec3 tmp197;
float tmp198;
float tmp199;
float tmp202;
float tmp205;
float tmp210;
float tmp212;
float tmp215;
float tmp219;
float tmp225;
float tmp229;
vec4 tmp233;
vec4 tmp236;
vec4 tmp239;
float tmp245;
vec4 tmp249;
vec4 tmp251;
shade_norm(varnormal, tmp2);
shade_view(varposition, tmp4);
texco_uv(var0, tmp6);
mtex_image(tmp6, samp0, tmp9, tmp10, tmp11);
mtex_rgbtoint(tmp10, tmp13);
math_multiply(cons14, cons15, tmp16);
mtex_value_blend(cons17, cons18, tmp13, tmp16, cons21, tmp22);
mtex_value_clamp_positive(tmp22, tmp24);
texco_uv(var0, tmp26);
mtex_image(tmp26, samp1, tmp29, tmp30, tmp31);
mtex_nspace_tangent(var1, tmp2, tmp31, tmp35);
texco_uv(var0, tmp37);
mtex_image(tmp37, samp2, tmp40, tmp41, tmp42);
set_rgba(tmp41, tmp44);
set_value_one(tmp45);
mtex_rgb_blend(cons46, tmp44.rgb, tmp45, cons49, tmp50);
set_rgb_zero(tmp51);
set_rgb_zero(tmp52);
lamp_visibility_sun_hemi(unf53, tmp54, tmp55, tmp56);
shade_inp(tmp35, tmp54, tmp59);
shade_is_hemi(tmp59, tmp61);
shade_visifac(tmp61, tmp56, cons64, tmp65);
shade_mul_value(tmp65, unf67, tmp68);
vec_math_dot(tmp4, tmp35, tmp71, tmp72);
valtorgb(tmp72, samp3, tmp75, tmp76);
mtex_alpha_from_col(tmp75, tmp78);
math_multiply(tmp78, cons80, tmp81);
mix_add(tmp81, vec4(tmp50, 1.0), tmp75, tmp85);
shade_madd(vec4(tmp51, 1.0), tmp68, tmp85, tmp89);
shade_hemi_spec(tmp35, tmp54, tmp4, cons93, cons94, tmp56, tmp96);
shade_add_spec(tmp96, unf98, cons99, tmp100);
shade_add(vec4(tmp52, 1.0), vec4(tmp100, 1.0), tmp103);
lamp_visibility_sun_hemi(unf104, tmp105, tmp106, tmp107);
shade_inp(tmp35, tmp105, tmp110);
shade_visifac(tmp110, tmp107, cons113, tmp114);
shade_mul_value(tmp114, unf116, tmp117);
vec_math_dot(tmp4, tmp35, tmp120, tmp121);
valtorgb(tmp121, samp4, tmp124, tmp125);
mtex_alpha_from_col(tmp124, tmp127);
math_multiply(tmp127, cons129, tmp130);
mix_add(tmp130, vec4(tmp50, 1.0), tmp124, tmp134);
shade_madd(tmp89, tmp117, tmp134, tmp138);
shade_phong_spec(tmp35, tmp105, tmp4, cons142, tmp143);
shade_spec_t(cons144, tmp24, tmp107, tmp143, tmp148);
shade_add_spec(tmp148, unf150, cons151, tmp152);
shade_add(tmp103, vec4(tmp152, 1.0), tmp155);
lamp_visibility_other(varposition, unf157, tmp158, tmp159, tmp160);
lamp_falloff_invlinear(cons161, tmp159, tmp163);
lamp_visibility_spot_circle(unf164, tmp158, tmp166);
lamp_visibility_spot(cons167, cons168, tmp166, tmp163, tmp171);
lamp_visibility_clamp(tmp171, tmp173);
shade_inp(tmp35, tmp158, tmp176);
shade_visifac(tmp176, tmp173, cons179, tmp180);
test_shadowbuf(varposition, samp5, unf183, cons184, tmp176, tmp186);
shade_only_shadow(tmp180, tmp186, unf189, tmp190);
shade_only_shadow_diffuse(tmp190, tmp50, tmp138, tmp194);
lamp_visibility_other(varposition, unf196, tmp197, tmp198, tmp199);
lamp_falloff_invlinear(cons200, tmp198, tmp202);
lamp_visibility_spot_circle(unf203, tmp197, tmp205);
lamp_visibility_spot(cons206, cons207, tmp205, tmp202, tmp210);
lamp_visibility_clamp(tmp210, tmp212);
shade_inp(tmp35, tmp197, tmp215);
shade_visifac(tmp215, tmp212, cons218, tmp219);
test_shadowbuf(varposition, samp6, unf222, cons223, tmp215, tmp225);
shade_only_shadow(tmp219, tmp225, unf228, tmp229);
shade_only_shadow_diffuse(tmp229, tmp50, tmp194, tmp233);
shade_add(tmp233, tmp155, tmp236);
mtex_alpha_to_col(tmp236, cons238, tmp239);
shade_mist_factor(varposition, cons241, cons242, cons243, cons244, tmp245);
mix_blend(tmp245, tmp239, cons248, tmp249);
shade_alpha_opaque(tmp249, tmp251);
gl_FragColor = tmp251;
}
[vertex shader]
attribute vec2 att0;
varying vec2 var0;
attribute vec3 att1;
varying vec3 var1;
varying vec3 varposition;
varying vec3 varnormal;
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
varposition = co.xyz;
varnormal = gl_NormalMatrix * gl_Normal;
gl_Position = gl_ProjectionMatrix * co;
var0 = att0;
var1 = gl_NormalMatrix * att1;
}
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