RIVEÄÅÆËÔàáìóõŒ�’—™¨½¾ÃÄÏÐø†îòó€�‚ƒ„…†‡šª­±¶¿ÇÊËÌÑÕÖßàåæçèéêëìíîïðñòøü€ŠŒ��”–¥§ËÌÍÎÏÕÖØÙÚçèôõöüÐþ�þª¿@ªˆ¨ª*(ª ’†‚jÔÊËbloomjÔƒ«BTSR ##]€¼$ <5]™5œ5Oë5n YR]¶R}! 3t]�t«;uô /”]jvsfs_setupfs_down fs_blur_x fs_blur_y vsvsfs_setupfs_setupfs_downfs_down fs_blur_x fs_blur_x fs_blur_y fs_blur_y¿struct Params { a: vec4, b: vec4, } struct VsOut { @builtin(position) position: vec4, @location(0) uv: vec2, } @group(0) @binding(0) var src: texture_2d; @group(0) @binding(1) var smp: sampler; @group(0) @binding(2) var params: Params; @group(0) @binding(3) var smaller: texture_2d; fn luma(c: vec3) -> f32 { return dot(c, vec3(0.2126f, 0.7152f, 0.0722f)); } fn tap(uv: vec2, o_1: vec2) -> vec3 { let _e6 = textureSampleLevel(src, smp, (uv + o_1), 0f); return _e6.xyz; } fn gaussian(uv_1: vec2) -> vec3 { var sum: vec3; var total: f32 = 1f; var i_1: i32 = 1i; let _e3 = params.a; let axis = _e3.xy; let _e8 = params.a.z; let _e12 = params.a.z; let inv = (1f / (_e8 * _e12)); let _e19 = params.a.w; let taps = i32(_e19); let _e24 = textureSampleLevel(src, smp, uv_1, 0f); sum = _e24.xyz; loop { let _e31 = i_1; if (_e31 <= taps) { } else { break; } { let _e33 = i_1; let x0_ = f32(_e33); let x1_ = (x0_ + 1f); let w0_ = exp(((-(x0_) * x0_) * inv)); let w1_ = exp(((-(x1_) * x1_) * inv)); let w = (w0_ + w1_); let o_2 = (axis * (((x0_ * w0_) + (x1_ * w1_)) / w)); let _e51 = sum; let _e56 = textureSampleLevel(src, smp, (uv_1 + o_2), 0f); let _e62 = textureSampleLevel(src, smp, (uv_1 - o_2), 0f); sum = (_e51 + ((_e56.xyz + _e62.xyz) * w)); let _e67 = total; total = (_e67 + (2f * w)); } continuing { let _e71 = i_1; i_1 = (_e71 + 2i); } } let _e74 = sum; let _e75 = total; return (_e74 / vec3(_e75)); } @vertex fn vs(@builtin(vertex_index) i: u32) -> VsOut { var p: array, 3> = array, 3>(vec2(-1f, -1f), vec2(3f, -1f), vec2(-1f, 3f)); var o: VsOut; let _e15 = p[i]; o.position = vec4(_e15, 0f, 1f); let _e22 = p[i].x; let _e27 = p[i].y; o.uv = (vec2((_e22 + 1f), (1f - _e27)) * 0.5f); let _e33 = o; return _e33; } @fragment fn fs_setup(in: VsOut) -> @location(0) vec4 { let _e2 = textureDimensions(src); let o_3 = (vec2(1f) / vec2(_e2)); let _e13 = tap(in.uv, vec2(-(o_3.x), -(o_3.y))); let _e19 = tap(in.uv, vec2(o_3.x, -(o_3.y))); let _e25 = tap(in.uv, vec2(-(o_3.x), o_3.y)); let _e30 = tap(in.uv, vec2(o_3.x, o_3.y)); let _e31 = luma(_e13); let wa = (1f / (1f + _e31)); let _e36 = luma(_e19); let wb = (1f / (1f + _e36)); let _e41 = luma(_e25); let wc = (1f / (1f + _e41)); let _e46 = luma(_e30); let wd = (1f / (1f + _e46)); let color = (((((_e13 * wa) + (_e19 * wb)) + (_e25 * wc)) + (_e30 * wd)) / vec3((((wa + wb) + wc) + wd))); let _e63 = luma(color); let _e67 = params.a.x; let amount = clamp(((_e63 - _e67) * 0.5f), 0f, 1f); return vec4((color * amount), 1f); } @fragment fn fs_down(in_1: VsOut) -> @location(0) vec4 { let _e2 = textureDimensions(src); let o_4 = (vec2(1f) / vec2(_e2)); let _e13 = tap(in_1.uv, vec2(-(o_4.x), -(o_4.y))); let _e19 = tap(in_1.uv, vec2(o_4.x, -(o_4.y))); let _e26 = tap(in_1.uv, vec2(-(o_4.x), o_4.y)); let _e32 = tap(in_1.uv, vec2(o_4.x, o_4.y)); let c_1 = (((_e13 + _e19) + _e26) + _e32); return vec4((c_1 * 0.25f), 1f); } @fragment fn fs_blur_x(in_2: VsOut) -> @location(0) vec4 { let _e2 = gaussian(in_2.uv); return vec4(_e2, 1f); } @fragment fn fs_blur_y(in_3: VsOut) -> @location(0) vec4 { let _e2 = gaussian(in_3.uv); let _e5 = params.b; let level = (_e2 * _e5.xyz); let _e12 = textureSampleLevel(smaller, smp, in_3.uv, 0f); let _e17 = params.b.w; let below = (_e12.xyz * _e17); return vec4((level + below), 1f); }   `¶A#GÓ¦vsmain#version 300 es precision highp float; precision highp int; struct Params { vec4 a; vec4 b; }; struct VsOut { vec4 position; vec2 uv; }; smooth out vec2 _vs2fs_location0; float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); } void main() { uint i = uint(gl_VertexID); vec2 p[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0)); VsOut o = VsOut(vec4(0.0), vec2(0.0)); vec2 _e15 = p[i]; o.position = vec4(_e15, 0.0, 1.0); float _e22 = p[i].x; float _e27 = p[i].y; o.uv = (vec2((_e22 + 1.0), (1.0 - _e27)) * 0.5); VsOut _e33 = o; gl_Position = _e33.position; _vs2fs_location0 = _e33.uv; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; } fs_setupmain„ #version 300 es precision highp float; precision highp int; struct Params { vec4 a; vec4 b; }; struct VsOut { vec4 position; vec2 uv; }; uniform highp sampler2D _group_0_binding_0_fs; layout(std140) uniform Params_block_0Fragment { Params _group_0_binding_2_fs; }; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); } vec3 tap(vec2 uv, vec2 o_1) { vec4 _e6 = textureLod(_group_0_binding_0_fs, vec2((uv + o_1)), 0.0); return _e6.xyz; } vec3 gaussian(vec2 uv_1) { vec3 sum = vec3(0.0); float total = 1.0; int i_1 = 1; vec4 _e3 = _group_0_binding_2_fs.a; vec2 axis = _e3.xy; float _e8 = _group_0_binding_2_fs.a.z; float _e12 = _group_0_binding_2_fs.a.z; float inv = (1.0 / (_e8 * _e12)); float _e19 = _group_0_binding_2_fs.a.w; int taps = int(_e19); vec4 _e24 = textureLod(_group_0_binding_0_fs, vec2(uv_1), 0.0); sum = _e24.xyz; bool loop_init = true; while(true) { if (!loop_init) { int _e71 = i_1; i_1 = (_e71 + 2); } loop_init = false; int _e31 = i_1; if ((_e31 <= taps)) { } else { break; } { int _e33 = i_1; float x0_ = float(_e33); float x1_ = (x0_ + 1.0); float w0_ = exp(((-(x0_) * x0_) * inv)); float w1_ = exp(((-(x1_) * x1_) * inv)); float w = (w0_ + w1_); vec2 o_2 = (axis * (((x0_ * w0_) + (x1_ * w1_)) / w)); vec3 _e51 = sum; vec4 _e56 = textureLod(_group_0_binding_0_fs, vec2((uv_1 + o_2)), 0.0); vec4 _e62 = textureLod(_group_0_binding_0_fs, vec2((uv_1 - o_2)), 0.0); sum = (_e51 + ((_e56.xyz + _e62.xyz) * w)); float _e67 = total; total = (_e67 + (2.0 * w)); } } vec3 _e74 = sum; float _e75 = total; return (_e74 / vec3(_e75)); } void main() { VsOut in_ = VsOut(gl_FragCoord, _vs2fs_location0); vec2 o_3 = (vec2(1.0) / vec2(uvec2(textureSize(_group_0_binding_0_fs, 0).xy))); vec3 _e13 = tap(in_.uv, vec2(-(o_3.x), -(o_3.y))); vec3 _e19 = tap(in_.uv, vec2(o_3.x, -(o_3.y))); vec3 _e25 = tap(in_.uv, vec2(-(o_3.x), o_3.y)); vec3 _e30 = tap(in_.uv, vec2(o_3.x, o_3.y)); float _e31 = luma(_e13); float wa = (1.0 / (1.0 + _e31)); float _e36 = luma(_e19); float wb = (1.0 / (1.0 + _e36)); float _e41 = luma(_e25); float wc = (1.0 / (1.0 + _e41)); float _e46 = luma(_e30); float wd = (1.0 / (1.0 + _e46)); vec3 color = (((((_e13 * wa) + (_e19 * wb)) + (_e25 * wc)) + (_e30 * wd)) / vec3((((wa + wb) + wc) + wd))); float _e63 = luma(color); float _e67 = _group_0_binding_2_fs.a.x; float amount = clamp(((_e63 - _e67) * 0.5), 0.0, 1.0); _fs2p_location0 = vec4((color * amount), 1.0); return; } fs_downmain¿#version 300 es precision highp float; precision highp int; struct Params { vec4 a; vec4 b; }; struct VsOut { vec4 position; vec2 uv; }; uniform highp sampler2D _group_0_binding_0_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); } vec3 tap(vec2 uv, vec2 o_1) { vec4 _e6 = textureLod(_group_0_binding_0_fs, vec2((uv + o_1)), 0.0); return _e6.xyz; } void main() { VsOut in_1 = VsOut(gl_FragCoord, _vs2fs_location0); vec2 o_2 = (vec2(1.0) / vec2(uvec2(textureSize(_group_0_binding_0_fs, 0).xy))); vec3 _e13 = tap(in_1.uv, vec2(-(o_2.x), -(o_2.y))); vec3 _e19 = tap(in_1.uv, vec2(o_2.x, -(o_2.y))); vec3 _e26 = tap(in_1.uv, vec2(-(o_2.x), o_2.y)); vec3 _e32 = tap(in_1.uv, vec2(o_2.x, o_2.y)); vec3 c_1 = (((_e13 + _e19) + _e26) + _e32); _fs2p_location0 = vec4((c_1 * 0.25), 1.0); return; }  fs_blur_xmainy#version 300 es precision highp float; precision highp int; struct Params { vec4 a; vec4 b; }; struct VsOut { vec4 position; vec2 uv; }; uniform highp sampler2D _group_0_binding_0_fs; layout(std140) uniform Params_block_0Fragment { Params _group_0_binding_2_fs; }; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); } vec3 tap(vec2 uv, vec2 o_1) { vec4 _e6 = textureLod(_group_0_binding_0_fs, vec2((uv + o_1)), 0.0); return _e6.xyz; } vec3 gaussian(vec2 uv_1) { vec3 sum = vec3(0.0); float total = 1.0; int i_1 = 1; vec4 _e3 = _group_0_binding_2_fs.a; vec2 axis = _e3.xy; float _e8 = _group_0_binding_2_fs.a.z; float _e12 = _group_0_binding_2_fs.a.z; float inv = (1.0 / (_e8 * _e12)); float _e19 = _group_0_binding_2_fs.a.w; int taps = int(_e19); vec4 _e24 = textureLod(_group_0_binding_0_fs, vec2(uv_1), 0.0); sum = _e24.xyz; bool loop_init = true; while(true) { if (!loop_init) { int _e71 = i_1; i_1 = (_e71 + 2); } loop_init = false; int _e31 = i_1; if ((_e31 <= taps)) { } else { break; } { int _e33 = i_1; float x0_ = float(_e33); float x1_ = (x0_ + 1.0); float w0_ = exp(((-(x0_) * x0_) * inv)); float w1_ = exp(((-(x1_) * x1_) * inv)); float w = (w0_ + w1_); vec2 o_2 = (axis * (((x0_ * w0_) + (x1_ * w1_)) / w)); vec3 _e51 = sum; vec4 _e56 = textureLod(_group_0_binding_0_fs, vec2((uv_1 + o_2)), 0.0); vec4 _e62 = textureLod(_group_0_binding_0_fs, vec2((uv_1 - o_2)), 0.0); sum = (_e51 + ((_e56.xyz + _e62.xyz) * w)); float _e67 = total; total = (_e67 + (2.0 * w)); } } vec3 _e74 = sum; float _e75 = total; return (_e74 / vec3(_e75)); } void main() { VsOut in_2 = VsOut(gl_FragCoord, _vs2fs_location0); vec3 _e2 = gaussian(in_2.uv); _fs2p_location0 = vec4(_e2, 1.0); return; }  fs_blur_ymain– #version 300 es precision highp float; precision highp int; struct Params { vec4 a; vec4 b; }; struct VsOut { vec4 position; vec2 uv; }; uniform highp sampler2D _group_0_binding_0_fs; layout(std140) uniform Params_block_0Fragment { Params _group_0_binding_2_fs; }; uniform highp sampler2D _group_0_binding_3_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); } vec3 tap(vec2 uv, vec2 o_1) { vec4 _e6 = textureLod(_group_0_binding_0_fs, vec2((uv + o_1)), 0.0); return _e6.xyz; } vec3 gaussian(vec2 uv_1) { vec3 sum = vec3(0.0); float total = 1.0; int i_1 = 1; vec4 _e3 = _group_0_binding_2_fs.a; vec2 axis = _e3.xy; float _e8 = _group_0_binding_2_fs.a.z; float _e12 = _group_0_binding_2_fs.a.z; float inv = (1.0 / (_e8 * _e12)); float _e19 = _group_0_binding_2_fs.a.w; int taps = int(_e19); vec4 _e24 = textureLod(_group_0_binding_0_fs, vec2(uv_1), 0.0); sum = _e24.xyz; bool loop_init = true; while(true) { if (!loop_init) { int _e71 = i_1; i_1 = (_e71 + 2); } loop_init = false; int _e31 = i_1; if ((_e31 <= taps)) { } else { break; } { int _e33 = i_1; float x0_ = float(_e33); float x1_ = (x0_ + 1.0); float w0_ = exp(((-(x0_) * x0_) * inv)); float w1_ = exp(((-(x1_) * x1_) * inv)); float w = (w0_ + w1_); vec2 o_2 = (axis * (((x0_ * w0_) + (x1_ * w1_)) / w)); vec3 _e51 = sum; vec4 _e56 = textureLod(_group_0_binding_0_fs, vec2((uv_1 + o_2)), 0.0); vec4 _e62 = textureLod(_group_0_binding_0_fs, vec2((uv_1 - o_2)), 0.0); sum = (_e51 + ((_e56.xyz + _e62.xyz) * w)); float _e67 = total; total = (_e67 + (2.0 * w)); } } vec3 _e74 = sum; float _e75 = total; return (_e74 / vec3(_e75)); } void main() { VsOut in_3 = VsOut(gl_FragCoord, _vs2fs_location0); vec3 _e2 = gaussian(in_3.uv); vec4 _e5 = _group_0_binding_2_fs.b; vec3 level = (_e2 * _e5.xyz); vec4 _e12 = textureLod(_group_0_binding_3_fs, vec2(in_3.uv), 0.0); float _e17 = _group_0_binding_2_fs.b.w; vec3 below = (_e12.xyz * _e17); _fs2p_location0 = vec4((level + below), 1.0); return; }   sës×£Ÿ)Params_block_0Fragment_group_0_binding_0_fs_group_0_binding_3_fsvsvsfs_setupfs_setupfs_downfs_down fs_blur_x fs_blur_x fs_blur_y fs_blur_y // language: metal2.2 #include #include using metal::uint; struct Params { metal::float4 a; metal::float4 b; }; struct VsOut { metal::float4 position; metal::float2 uv; char _pad2[8]; }; struct type_6 { metal::float2 inner[3]; }; float luma( metal::float3 c ) { return metal::dot(c, metal::float3(0.2126, 0.7152, 0.0722)); } metal::float3 tap( metal::float2 uv, metal::float2 o_1, metal::texture2d src, metal::sampler smp ) { metal::float4 _e6 = src.sample(smp, uv + o_1, metal::level(0.0)); return _e6.xyz; } int naga_f2i32(float value) { return static_cast(metal::clamp(value, -2147483600.0, 2147483500.0)); } metal::float3 gaussian( metal::float2 uv_1, metal::texture2d src, metal::sampler smp, constant Params& params ) { metal::float3 sum = {}; float total = 1.0; int i_1 = 1; metal::float4 _e3 = params.a; metal::float2 axis = _e3.xy; float _e8 = params.a.z; float _e12 = params.a.z; float inv = 1.0 / (_e8 * _e12); float _e19 = params.a.w; int taps = naga_f2i32(_e19); metal::float4 _e24 = src.sample(smp, uv_1, metal::level(0.0)); sum = _e24.xyz; uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e71 = i_1; i_1 = as_type(as_type(_e71) + as_type(2)); } loop_init = false; int _e31 = i_1; if (_e31 <= taps) { } else { break; } { int _e33 = i_1; float x0_ = static_cast(_e33); float x1_ = x0_ + 1.0; float w0_ = metal::exp((-(x0_) * x0_) * inv); float w1_ = metal::exp((-(x1_) * x1_) * inv); float w = w0_ + w1_; metal::float2 o_2 = axis * (((x0_ * w0_) + (x1_ * w1_)) / w); metal::float3 _e51 = sum; metal::float4 _e56 = src.sample(smp, uv_1 + o_2, metal::level(0.0)); metal::float4 _e62 = src.sample(smp, uv_1 - o_2, metal::level(0.0)); sum = _e51 + ((_e56.xyz + _e62.xyz) * w); float _e67 = total; total = _e67 + (2.0 * w); } } metal::float3 _e74 = sum; float _e75 = total; return _e74 / metal::float3(_e75); } struct vsInput { }; struct vsOutput { metal::float4 position [[position]]; metal::float2 uv [[user(loc0), center_perspective]]; }; vertex vsOutput vs( uint i [[vertex_id]] ) { type_6 p = type_6 {{metal::float2(-1.0, -1.0), metal::float2(3.0, -1.0), metal::float2(-1.0, 3.0)}}; VsOut o = {}; metal::float2 _e15 = p.inner[metal::min(unsigned(i), 2u)]; o.position = metal::float4(_e15, 0.0, 1.0); float _e22 = p.inner[metal::min(unsigned(i), 2u)].x; float _e27 = p.inner[metal::min(unsigned(i), 2u)].y; o.uv = metal::float2(_e22 + 1.0, 1.0 - _e27) * 0.5; VsOut _e33 = o; const auto _tmp = _e33; return vsOutput { _tmp.position, _tmp.uv }; } struct fs_setupInput { metal::float2 uv_2 [[user(loc0), center_perspective]]; }; struct fs_setupOutput { metal::float4 member_1 [[color(0)]]; }; fragment fs_setupOutput fs_setup( fs_setupInput varyings_1 [[stage_in]] , metal::float4 position [[position]] , metal::texture2d src [[texture(0)]] , metal::sampler smp [[sampler(0)]] , constant Params& params [[buffer(0)]] ) { const VsOut in = { position, varyings_1.uv_2 }; metal::float2 o_3 = metal::float2(1.0) / static_cast(metal::uint2(src.get_width(), src.get_height())); metal::float3 _e13 = tap(in.uv, metal::float2(-(o_3.x), -(o_3.y)), src, smp); metal::float3 _e19 = tap(in.uv, metal::float2(o_3.x, -(o_3.y)), src, smp); metal::float3 _e25 = tap(in.uv, metal::float2(-(o_3.x), o_3.y), src, smp); metal::float3 _e30 = tap(in.uv, metal::float2(o_3.x, o_3.y), src, smp); float _e31 = luma(_e13); float wa = 1.0 / (1.0 + _e31); float _e36 = luma(_e19); float wb = 1.0 / (1.0 + _e36); float _e41 = luma(_e25); float wc = 1.0 / (1.0 + _e41); float _e46 = luma(_e30); float wd = 1.0 / (1.0 + _e46); metal::float3 color = ((((_e13 * wa) + (_e19 * wb)) + (_e25 * wc)) + (_e30 * wd)) / metal::float3(((wa + wb) + wc) + wd); float _e63 = luma(color); float _e67 = params.a.x; float amount = metal::clamp((_e63 - _e67) * 0.5, 0.0, 1.0); return fs_setupOutput { metal::float4(color * amount, 1.0) }; } struct fs_downInput { metal::float2 uv_2 [[user(loc0), center_perspective]]; }; struct fs_downOutput { metal::float4 member_2 [[color(0)]]; }; fragment fs_downOutput fs_down( fs_downInput varyings_2 [[stage_in]] , metal::float4 position_1 [[position]] , metal::texture2d src [[texture(0)]] , metal::sampler smp [[sampler(0)]] ) { const VsOut in_1 = { position_1, varyings_2.uv_2 }; metal::float2 o_4 = metal::float2(1.0) / static_cast(metal::uint2(src.get_width(), src.get_height())); metal::float3 _e13 = tap(in_1.uv, metal::float2(-(o_4.x), -(o_4.y)), src, smp); metal::float3 _e19 = tap(in_1.uv, metal::float2(o_4.x, -(o_4.y)), src, smp); metal::float3 _e26 = tap(in_1.uv, metal::float2(-(o_4.x), o_4.y), src, smp); metal::float3 _e32 = tap(in_1.uv, metal::float2(o_4.x, o_4.y), src, smp); metal::float3 c_1 = ((_e13 + _e19) + _e26) + _e32; return fs_downOutput { metal::float4(c_1 * 0.25, 1.0) }; } struct fs_blur_xInput { metal::float2 uv_2 [[user(loc0), center_perspective]]; }; struct fs_blur_xOutput { metal::float4 member_3 [[color(0)]]; }; fragment fs_blur_xOutput fs_blur_x( fs_blur_xInput varyings_3 [[stage_in]] , metal::float4 position_2 [[position]] , metal::texture2d src [[texture(0)]] , metal::sampler smp [[sampler(0)]] , constant Params& params [[buffer(0)]] ) { const VsOut in_2 = { position_2, varyings_3.uv_2 }; metal::float3 _e2 = gaussian(in_2.uv, src, smp, params); return fs_blur_xOutput { metal::float4(_e2, 1.0) }; } struct fs_blur_yInput { metal::float2 uv_2 [[user(loc0), center_perspective]]; }; struct fs_blur_yOutput { metal::float4 member_4 [[color(0)]]; }; fragment fs_blur_yOutput fs_blur_y( fs_blur_yInput varyings_4 [[stage_in]] , metal::float4 position_3 [[position]] , metal::texture2d src [[texture(0)]] , metal::sampler smp [[sampler(0)]] , constant Params& params [[buffer(0)]] , metal::texture2d smaller [[texture(1)]] ) { const VsOut in_3 = { position_3, varyings_4.uv_2 }; metal::float3 _e2 = gaussian(in_3.uv, src, smp, params); metal::float4 _e5 = params.b; metal::float3 level = _e2 * _e5.xyz; metal::float4 _e12 = smaller.sample(smp, in_3.uv, metal::level(0.0)); float _e17 = params.b.w; metal::float3 below = _e12.xyz * _e17; return fs_blur_yOutput { metal::float4(level + below, 1.0) }; }   sës×£Ÿ)vsmain#struct Params { float4 a; float4 b; }; struct VsOut { float4 position; float2 uv; }; static const float2 _40[3] = { float2(-1.0f, -1.0f), float2(3.0f, -1.0f), float2(-1.0f, 3.0f) }; static const VsOut _48 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; static float4 gl_Position; static int gl_VertexIndex; static float2 uv; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 uv : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { VsOut o = _48; o.position = float4(_40[min(uint(gl_VertexIndex), 2u)], 0.0f, 1.0f); o.uv = float2(_40[min(uint(gl_VertexIndex), 2u)].x + 1.0f, 1.0f - _40[min(uint(gl_VertexIndex), 2u)].y) * 0.5f; gl_Position = o.position; uv = o.uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; return stage_output; } fs_setupmainÀstruct Params { float4 a; float4 b; }; struct VsOut { float4 position; float2 uv; }; cbuffer params : register(b0) { Params params_1_m0 : packoffset(c0); }; Texture2D src : register(t0); SamplerState smp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _163; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _163 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float3 tap(float2 uv_1, float2 o) { return src.SampleLevel(smp, uv_1 + o, 0.0f).xyz; } float luma(float3 c) { return dot(c, float3(0.2125999927520751953125f, 0.715200006961822509765625f, 0.072200000286102294921875f)); } void frag_main() { VsOut _156 = { gl_FragCoord, uv }; uint _173_dummy_parameter; float2 _175 = float2(1.0f, 1.0f) / float2(spvTextureSize(src, 0u, _173_dummy_parameter)); float3 _182 = tap(_156.uv, float2(-_175.x, -_175.y)); float3 _188 = tap(_156.uv, float2(_175.x, -_175.y)); float3 _194 = tap(_156.uv, float2(-_175.x, _175.y)); float3 _199 = tap(_156.uv, float2(_175)); float _202 = 1.0f / (1.0f + luma(_182)); float _205 = 1.0f / (1.0f + luma(_188)); float _208 = 1.0f / (1.0f + luma(_194)); float _211 = 1.0f / (1.0f + luma(_199)); float _221 = ((_202 + _205) + _208) + _211; float3 _223 = ((((_182 * _202) + (_188 * _205)) + (_194 * _208)) + (_199 * _211)) / float3(_221, _221, _221); _163 = float4(_223 * clamp((luma(_223) - params_1_m0.a.x) * 0.5f, 0.0f, 1.0f), 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._163 = _163; return stage_output; } fs_downmainstruct Params { float4 a; float4 b; }; struct VsOut { float4 position; float2 uv; }; Texture2D src : register(t0); SamplerState smp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _51; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _51 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float3 tap(float2 uv_1, float2 o) { return src.SampleLevel(smp, uv_1 + o, 0.0f).xyz; } void frag_main() { VsOut _44 = { gl_FragCoord, uv }; uint _63_dummy_parameter; float2 _65 = float2(1.0f, 1.0f) / float2(spvTextureSize(src, 0u, _63_dummy_parameter)); _51 = float4((((tap(_44.uv, float2(-_65.x, -_65.y)) + tap(_44.uv, float2(_65.x, -_65.y))) + tap(_44.uv, float2(-_65.x, _65.y))) + tap(_44.uv, float2(_65))) * 0.25f, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._51 = _51; return stage_output; }  fs_blur_xmainÖstruct Params { float4 a; float4 b; }; struct VsOut { float4 position; float2 uv; }; cbuffer params : register(b0) { Params params_1_m0 : packoffset(c0); }; Texture2D src : register(t0); SamplerState smp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _163; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _163 : SV_Target0; }; float3 gaussian(float2 uv_1) { float3 sum = float3(0.0f, 0.0f, 0.0f); float total = 1.0f; int i = 1; uint2 loop_bound = uint2(4294967295u, 4294967295u); float _78 = 1.0f / (params_1_m0.a.z * params_1_m0.a.z); int _84 = int(clamp(params_1_m0.a.w, -2147483648.0f, 2147483520.0f)); sum = src.SampleLevel(smp, uv_1, 0.0f).xyz; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(i <= _84)) { break; } float _118 = float(i); float _119 = _118 + 1.0f; float _123 = exp(((-_118) * _118) * _78); float _127 = exp(((-_119) * _119) * _78); float _128 = _123 + _127; float2 _133 = params_1_m0.a.xy * (((_118 * _123) + (_119 * _127)) / _128); sum += ((src.SampleLevel(smp, uv_1 + _133, 0.0f).xyz + src.SampleLevel(smp, uv_1 - _133, 0.0f).xyz) * _128); total += (2.0f * _128); i += 2; continue; } return sum / float3(total, total, total); } void frag_main() { VsOut _156 = { gl_FragCoord, uv }; _163 = float4(gaussian(_156.uv), 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._163 = _163; return stage_output; }  fs_blur_ymainXstruct Params { float4 a; float4 b; }; struct VsOut { float4 position; float2 uv; }; cbuffer params : register(b0) { Params params_1_m0 : packoffset(c0); }; Texture2D src : register(t0); SamplerState smp : register(s0); Texture2D smaller : register(t1); static float4 gl_FragCoord; static float2 uv; static float4 _164; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _164 : SV_Target0; }; float3 gaussian(float2 uv_1) { float3 sum = float3(0.0f, 0.0f, 0.0f); float total = 1.0f; int i = 1; uint2 loop_bound = uint2(4294967295u, 4294967295u); float _79 = 1.0f / (params_1_m0.a.z * params_1_m0.a.z); int _85 = int(clamp(params_1_m0.a.w, -2147483648.0f, 2147483520.0f)); sum = src.SampleLevel(smp, uv_1, 0.0f).xyz; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(i <= _85)) { break; } float _119 = float(i); float _120 = _119 + 1.0f; float _124 = exp(((-_119) * _119) * _79); float _128 = exp(((-_120) * _120) * _79); float _129 = _124 + _128; float2 _134 = params_1_m0.a.xy * (((_119 * _124) + (_120 * _128)) / _129); sum += ((src.SampleLevel(smp, uv_1 + _134, 0.0f).xyz + src.SampleLevel(smp, uv_1 - _134, 0.0f).xyz) * _129); total += (2.0f * _129); i += 2; continue; } return sum / float3(total, total, total); } void frag_main() { VsOut _157 = { gl_FragCoord, uv }; _164 = float4((gaussian(_157.uv) * params_1_m0.b.xyz) + (smaller.SampleLevel(smp, _157.uv, 0.0f).xyz * params_1_m0.b.w), 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._164 = _164; return stage_output; }   sës×£Ÿ)HSLTParams aÿÿÿÿbÿÿÿÿ params_block paramssrcÿÿÿÿsmpÿÿÿÿvsvsfs_setupfs_setupfs_downfs_down fs_blur_x fs_blur_x fs_blur_y fs_blur_y�#m2 GLSL.std.450¤vs� ¢ Õfs_setupÎÑÔfs_down Ifs_blur_xDFH Xfs_blur_ySUWÕIXH#H#H #H #G G"G!G"G!G"G!GH#G"G!G� *G  G¢GÎ GÑGÔG GGGD GFGHGS GUGW    +      ; ; ;;! +гY>+Y7?+˜Ý“=, !% +(+!2  5+ 6+8€?+9+:@+; = . > @ B D H+ I+RÏ+SÿÿÿN]  ^]_`_,]a66+ b+ cÿÿÿÿ,]dcc ž ;ž� ¡;¡  £;£¢!¥+¦€¿,§¦¦+¨@@,©¨¦,ª¦¨, «§©ª+¬? ® ° . ± ³ ´ Ç Ï;ÏÎ Ò;ÒÑ;¡Ô,Ù88;Ï;Ò;¡+ €>;ÏD;ÒF;¡H;ÏS;ÒU;¡W67 øùø” þ 86 $%7"7#ø!=&='ù)ø)�*"#V+,&'X-,*(O .--þ.86 1270ø/;=<>;@?8;BA9;^ed=3=4A576ùCøCADE76=FEOGFFAHJ76I=KJAHL76I=ML…NKMˆO8NAHP76 =QP T+QRSnUTV+V34XWV0(O XWW><XùYøYöZ\ùføf=]geª`hag›_ih÷júiZjøjQ kgª_lk6© mlb6P]nmb‚]ogn>eoù[ø[=pA³_qpU÷rúqrsøsùZørùtøt=vAowv�xw8yw…zyw…{zO |{}x…~}x…~O €��|€…‚w|…ƒx€�„‚ƒˆ…„�ކG…= ‡<�ˆ0†V+‰34XЉˆ(O ‹ŠŠƒŒ0†V+�34XŽ�Œ(O �ŽŽ� �‹�Ž ‘��� ’‡‘><’=“?…”:��•“”>?•ùuøuù\ø\=–A€—–;>A—ùYøZ= ˜<=™?P š™™™ˆ ›˜šþ›86¤¥øœ;®­«;°¯±= Ÿ�ù²ø²  µ&ŸIA´¶­µ=·¶P¸·(8A³¹¯6>¹¸  º&ŸIA@»­º6=¼»�½¼8  ¾&ŸIA@¿­¾b=À¿ƒÁ8ÀP½ÁŽìA´Ä¯b>ÄÃ= ůQÆÅ> ÆAÇÈ b=ÉÈÊÉ>ÈÊQËÅ>¢Ëý86Õ¥øÌ=ÐÎ=ÓÑP ÍÐÓ=Ö=×A5Ø6ùÚøÚg]ÛÖ6pÜÛˆÝÙÜQÞÍQßÝàßQáÝâáPãàâ9 ä$ÞãQåÍQæÝQçÝèçPéæè9 ê$åéQëÍQìÝíìQîÝPïíî9 ð$ëïQñÍQòÝQóÝPôòó9 õ$ñô9öä�÷8öˆø8÷9ùê�ú8ùˆû8ú9üð�ý8üˆþ8ý9ÿõ�8ÿˆ8Ž äøŽ êû� Ž ðþ� Ž õ� � øû�  þ�  P    ˆ  9 AHØ66=ƒ…¬ +(8Ž  P8>Ôý86¥ø==P ==ù!ø!g]"6p#"ˆ$Ù#Q%Q&$'&Q($)(P*')9 +$%*Q,Q-$Q.$/.P0-/9 1$,0� 2+1Q3Q4$54Q6$P7569 8$37� 928Q:Q;$Q<$P=;<9 >$:=� ?9>Ž @? PA@8>Aý86I¥øB=ED=GFP CEG=J=KA5L6ùMøMQNC9 O1NPPO8>HPý86X¥øQ=TS=VUP RTV=Y=ZA5[6=\ù]ø]Q^R9 _1^AD`[b=a`O baa… c_bQdRV+e\ZXfed(O gffAHh[b =ihŽ jgi� kcjPlk8>Wlý8  `¶A#GÓ¦ÊËfieldjÔƒÎBTSR {{'¢# Á;'è;ë;<¯! ¶]'Ý]½ šz'Áz Î{{* I¦'vsfsvsvsfsfsdstruct Scene { view: vec4, center: vec4, rotX: vec4, rotY: vec4, rotZ: vec4, field: vec4, } struct FullOut { @builtin(position) position: vec4, @location(0) uv: vec2, } @group(0) @binding(0) var scene: Scene; fn hash3_(i_1: vec3) -> u32 { var h: u32; h = (((bitcast(i_1.x) * 2376512323u) ^ (bitcast(i_1.y) * 3625334849u)) ^ (bitcast(i_1.z) * 3407524639u)); let _e16 = h; let _e17 = h; h = ((_e16 ^ (_e17 >> 16u)) * 2146121005u); let _e23 = h; let _e24 = h; h = ((_e23 ^ (_e24 >> 15u)) * 2221713035u); let _e30 = h; let _e31 = h; return (_e30 ^ (_e31 >> 16u)); } fn grad(h_1: u32, p_1: vec3) -> f32 { var local: bool; let b = (h_1 & 15u); let u = select(p_1.y, p_1.x, (b < 8u)); if !((b == 12u)) { local = (b == 14u); } else { local = true; } let _e19 = local; let v_1 = select(select(p_1.z, p_1.x, _e19), p_1.y, (b < 4u)); return (select(-(u), u, ((b & 1u) == 0u)) + select(-(v_1), v_1, ((b & 2u) == 0u))); } fn noise3_(p_2: vec3) -> f32 { let fl = floor(p_2); let i_4 = vec3(fl); let f = (p_2 - fl); let u_1 = (((f * f) * f) * ((f * ((f * 6f) - vec3(15f))) + vec3(10f))); let _e16 = hash3_(i_4); let _e17 = grad(_e16, f); let _e23 = hash3_((i_4 + vec3(1i, 0i, 0i))); let _e29 = grad(_e23, (f - vec3(1f, 0f, 0f))); let _e35 = hash3_((i_4 + vec3(0i, 1i, 0i))); let _e41 = grad(_e35, (f - vec3(0f, 1f, 0f))); let _e47 = hash3_((i_4 + vec3(1i, 1i, 0i))); let _e53 = grad(_e47, (f - vec3(1f, 1f, 0f))); let _e59 = hash3_((i_4 + vec3(0i, 0i, 1i))); let _e65 = grad(_e59, (f - vec3(0f, 0f, 1f))); let _e71 = hash3_((i_4 + vec3(1i, 0i, 1i))); let _e77 = grad(_e71, (f - vec3(1f, 0f, 1f))); let _e83 = hash3_((i_4 + vec3(0i, 1i, 1i))); let _e89 = grad(_e83, (f - vec3(0f, 1f, 1f))); let _e95 = hash3_((i_4 + vec3(1i, 1i, 1i))); let _e101 = grad(_e95, (f - vec3(1f, 1f, 1f))); let x00_ = (_e17 + ((_e29 - _e17) * u_1.x)); let x10_ = (_e41 + ((_e53 - _e41) * u_1.x)); let x01_ = (_e65 + ((_e77 - _e65) * u_1.x)); let x11_ = (_e89 + ((_e101 - _e89) * u_1.x)); let y0_ = (x00_ + ((x10_ - x00_) * u_1.y)); let y1_ = (x01_ + ((x11_ - x01_) * u_1.y)); return (y0_ + ((y1_ - y0_) * u_1.z)); } fn field(n: vec3) -> vec3 { var s: vec3; var base: f32 = 0f; var amp: f32 = 0.5f; var i_2: i32 = 0i; var d: vec3; var detail: f32 = 0f; var i_3: i32 = 0i; let t = scene.center.z; let _e8 = scene.field.x; let p_3 = (n * _e8); let q = (p_3 * 0.6f); let drift = (t * 0.15f); let _e18 = noise3_((q + vec3(0f, 0f, drift))); let _e25 = noise3_((q + vec3(5.2f, 1.3f, (2.8f - drift)))); let _e32 = noise3_((q + vec3(-3.7f, (2.9f + drift), 7.1f))); let w = vec3(_e18, _e25, _e32); let _e37 = scene.field.y; let warped = (p_3 + (w * _e37)); s = warped; loop { let _e47 = i_2; if (_e47 < 3i) { } else { break; } { let _e50 = base; let _e51 = amp; let _e52 = s; let _e53 = noise3_(_e52); base = (_e50 + (_e51 * _e53)); let _e56 = s; s = ((_e56 * 2.03f) + vec3(1.7f, -3.1f, 2.3f)); let _e64 = amp; amp = (_e64 * 0.45f); } continuing { let _e68 = i_2; i_2 = (_e68 + 1i); } } let flow = (t * 1.5f); let sq = (q * 1.3f); let _e78 = noise3_((sq + vec3(1.9f, 7.3f, flow))); let _e84 = noise3_((sq + vec3(8.1f, -2.4f, -(flow)))); let _e89 = noise3_((sq + vec3(-5.5f, flow, 4.4f))); let stir = vec3(_e78, _e84, _e89); d = (((warped + (stir * 0.9f)) * 1.9f) + vec3(0f, 0f, (flow * 0.25f))); amp = 0.5f; loop { let _e108 = i_3; if (_e108 < 2i) { } else { break; } { let _e111 = detail; let _e112 = amp; let _e113 = d; let _e114 = noise3_(_e113); detail = (_e111 + (_e112 * _e114)); let _e117 = d; d = ((_e117 * 2.03f) + vec3(-2.9f, 1.1f, 0.7f)); let _e125 = amp; amp = (_e125 * 0.4f); } continuing { let _e129 = i_3; i_3 = (_e129 + 1i); } } let _e131 = base; let _e132 = detail; return vec3(_e131, _e132, w.x); } fn contourValue(h_2: vec3) -> f32 { let _e5 = scene.field.z; let u_2 = (h_2.x * _e5); let t_1 = (u_2 / 5f); let stepped = (floor(t_1) + smoothstep(0.2f, 0.8f, fract(t_1))); let _e23 = scene.field.z; let _e28 = scene.field.w; return (mix(u_2, (stepped * 5f), 0.85f) + ((h_2.y * _e23) * _e28)); } fn toObject(v: vec3) -> vec3 { let _e3 = scene.rotX; let _e9 = scene.rotY; let _e16 = scene.rotZ; return (((_e3.xyz * v.x) + (_e9.xyz * v.y)) + (_e16.xyz * v.z)); } @vertex fn vs(@builtin(vertex_index) i: u32) -> FullOut { var p: array, 3> = array, 3>(vec2(-1f, -1f), vec2(3f, -1f), vec2(-1f, 3f)); var o: FullOut; let _e15 = p[i]; o.position = vec4(_e15, 0f, 1f); let _e22 = p[i].x; let _e27 = p[i].y; o.uv = (vec2((_e22 + 1f), (1f - _e27)) * 0.5f); let _e33 = o; return _e33; } @fragment fn fs(in: FullOut) -> @location(0) vec4 { let p_4 = vec2(((in.uv.x * 2f) - 1f), (1f - (in.uv.y * 2f))); let angle = (min(length(p_4), 1f) * 1.5707963f); let q_1 = ((p_4 / vec2(max(length(p_4), 0.000001f))) * sin(angle)); let z = cos(angle); let _e28 = toObject(vec3(q_1, z)); let _e29 = field(_e28); let _e32 = toObject(vec3(q_1, -(z))); let _e33 = field(_e32); let _e34 = contourValue(_e29); let _e35 = contourValue(_e33); return vec4(_e34, _e35, clamp((0.6f + (0.8f * _e29.z)), 0.25f, 1.4f), clamp((0.6f + (0.8f * _e33.z)), 0.25f, 1.4f)); }  `Pöì«[H5Cvsmain= #version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; }; struct FullOut { vec4 position; vec2 uv; }; smooth out vec2 _vs2fs_location0; uint hash3_(ivec3 i_1) { uint h = 0u; h = (((uint(i_1.x) * 2376512323u) ^ (uint(i_1.y) * 3625334849u)) ^ (uint(i_1.z) * 3407524639u)); uint _e16 = h; uint _e17 = h; h = ((_e16 ^ (_e17 >> 16u)) * 2146121005u); uint _e23 = h; uint _e24 = h; h = ((_e23 ^ (_e24 >> 15u)) * 2221713035u); uint _e30 = h; uint _e31 = h; return (_e30 ^ (_e31 >> 16u)); } float grad(uint h_1, vec3 p_1) { bool local = false; uint b = (h_1 & 15u); float u = ((b < 8u) ? p_1.x : p_1.y); if (!((b == 12u))) { local = (b == 14u); } else { local = true; } bool _e19 = local; float v_1 = ((b < 4u) ? p_1.y : (_e19 ? p_1.x : p_1.z)); return ((((b & 1u) == 0u) ? u : -(u)) + (((b & 2u) == 0u) ? v_1 : -(v_1))); } float noise3_(vec3 p_2) { vec3 fl = floor(p_2); ivec3 i_4 = ivec3(fl); vec3 f = (p_2 - fl); vec3 u_1 = (((f * f) * f) * ((f * ((f * 6.0) - vec3(15.0))) + vec3(10.0))); uint _e16 = hash3_(i_4); float _e17 = grad(_e16, f); uint _e23 = hash3_((i_4 + ivec3(1, 0, 0))); float _e29 = grad(_e23, (f - vec3(1.0, 0.0, 0.0))); uint _e35 = hash3_((i_4 + ivec3(0, 1, 0))); float _e41 = grad(_e35, (f - vec3(0.0, 1.0, 0.0))); uint _e47 = hash3_((i_4 + ivec3(1, 1, 0))); float _e53 = grad(_e47, (f - vec3(1.0, 1.0, 0.0))); uint _e59 = hash3_((i_4 + ivec3(0, 0, 1))); float _e65 = grad(_e59, (f - vec3(0.0, 0.0, 1.0))); uint _e71 = hash3_((i_4 + ivec3(1, 0, 1))); float _e77 = grad(_e71, (f - vec3(1.0, 0.0, 1.0))); uint _e83 = hash3_((i_4 + ivec3(0, 1, 1))); float _e89 = grad(_e83, (f - vec3(0.0, 1.0, 1.0))); uint _e95 = hash3_((i_4 + ivec3(1, 1, 1))); float _e101 = grad(_e95, (f - vec3(1.0, 1.0, 1.0))); float x00_ = (_e17 + ((_e29 - _e17) * u_1.x)); float x10_ = (_e41 + ((_e53 - _e41) * u_1.x)); float x01_ = (_e65 + ((_e77 - _e65) * u_1.x)); float x11_ = (_e89 + ((_e101 - _e89) * u_1.x)); float y0_ = (x00_ + ((x10_ - x00_) * u_1.y)); float y1_ = (x01_ + ((x11_ - x01_) * u_1.y)); return (y0_ + ((y1_ - y0_) * u_1.z)); } void main() { uint i = uint(gl_VertexID); vec2 p[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0)); FullOut o = FullOut(vec4(0.0), vec2(0.0)); vec2 _e15 = p[i]; o.position = vec4(_e15, 0.0, 1.0); float _e22 = p[i].x; float _e27 = p[i].y; o.uv = (vec2((_e22 + 1.0), (1.0 - _e27)) * 0.5); FullOut _e33 = o; gl_Position = _e33.position; _vs2fs_location0 = _e33.uv; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; } fsmainÃ#version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; }; struct FullOut { vec4 position; vec2 uv; }; layout(std140) uniform Scene_block_0Fragment { Scene _group_0_binding_0_fs; }; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; uint hash3_(ivec3 i_1) { uint h = 0u; h = (((uint(i_1.x) * 2376512323u) ^ (uint(i_1.y) * 3625334849u)) ^ (uint(i_1.z) * 3407524639u)); uint _e16 = h; uint _e17 = h; h = ((_e16 ^ (_e17 >> 16u)) * 2146121005u); uint _e23 = h; uint _e24 = h; h = ((_e23 ^ (_e24 >> 15u)) * 2221713035u); uint _e30 = h; uint _e31 = h; return (_e30 ^ (_e31 >> 16u)); } float grad(uint h_1, vec3 p_1) { bool local = false; uint b = (h_1 & 15u); float u = ((b < 8u) ? p_1.x : p_1.y); if (!((b == 12u))) { local = (b == 14u); } else { local = true; } bool _e19 = local; float v_1 = ((b < 4u) ? p_1.y : (_e19 ? p_1.x : p_1.z)); return ((((b & 1u) == 0u) ? u : -(u)) + (((b & 2u) == 0u) ? v_1 : -(v_1))); } float noise3_(vec3 p_2) { vec3 fl = floor(p_2); ivec3 i_4 = ivec3(fl); vec3 f = (p_2 - fl); vec3 u_1 = (((f * f) * f) * ((f * ((f * 6.0) - vec3(15.0))) + vec3(10.0))); uint _e16 = hash3_(i_4); float _e17 = grad(_e16, f); uint _e23 = hash3_((i_4 + ivec3(1, 0, 0))); float _e29 = grad(_e23, (f - vec3(1.0, 0.0, 0.0))); uint _e35 = hash3_((i_4 + ivec3(0, 1, 0))); float _e41 = grad(_e35, (f - vec3(0.0, 1.0, 0.0))); uint _e47 = hash3_((i_4 + ivec3(1, 1, 0))); float _e53 = grad(_e47, (f - vec3(1.0, 1.0, 0.0))); uint _e59 = hash3_((i_4 + ivec3(0, 0, 1))); float _e65 = grad(_e59, (f - vec3(0.0, 0.0, 1.0))); uint _e71 = hash3_((i_4 + ivec3(1, 0, 1))); float _e77 = grad(_e71, (f - vec3(1.0, 0.0, 1.0))); uint _e83 = hash3_((i_4 + ivec3(0, 1, 1))); float _e89 = grad(_e83, (f - vec3(0.0, 1.0, 1.0))); uint _e95 = hash3_((i_4 + ivec3(1, 1, 1))); float _e101 = grad(_e95, (f - vec3(1.0, 1.0, 1.0))); float x00_ = (_e17 + ((_e29 - _e17) * u_1.x)); float x10_ = (_e41 + ((_e53 - _e41) * u_1.x)); float x01_ = (_e65 + ((_e77 - _e65) * u_1.x)); float x11_ = (_e89 + ((_e101 - _e89) * u_1.x)); float y0_ = (x00_ + ((x10_ - x00_) * u_1.y)); float y1_ = (x01_ + ((x11_ - x01_) * u_1.y)); return (y0_ + ((y1_ - y0_) * u_1.z)); } vec3 field(vec3 n) { vec3 s = vec3(0.0); float base = 0.0; float amp = 0.5; int i_2 = 0; vec3 d = vec3(0.0); float detail = 0.0; int i_3 = 0; float t = _group_0_binding_0_fs.center.z; float _e8 = _group_0_binding_0_fs.field.x; vec3 p_3 = (n * _e8); vec3 q = (p_3 * 0.6); float drift = (t * 0.15); float _e18 = noise3_((q + vec3(0.0, 0.0, drift))); float _e25 = noise3_((q + vec3(5.2, 1.3, (2.8 - drift)))); float _e32 = noise3_((q + vec3(-3.7, (2.9 + drift), 7.1))); vec3 w = vec3(_e18, _e25, _e32); float _e37 = _group_0_binding_0_fs.field.y; vec3 warped = (p_3 + (w * _e37)); s = warped; bool loop_init = true; while(true) { if (!loop_init) { int _e68 = i_2; i_2 = (_e68 + 1); } loop_init = false; int _e47 = i_2; if ((_e47 < 3)) { } else { break; } { float _e50 = base; float _e51 = amp; vec3 _e52 = s; float _e53 = noise3_(_e52); base = (_e50 + (_e51 * _e53)); vec3 _e56 = s; s = ((_e56 * 2.03) + vec3(1.7, -3.1, 2.3)); float _e64 = amp; amp = (_e64 * 0.45); } } float flow = (t * 1.5); vec3 sq = (q * 1.3); float _e78 = noise3_((sq + vec3(1.9, 7.3, flow))); float _e84 = noise3_((sq + vec3(8.1, -2.4, -(flow)))); float _e89 = noise3_((sq + vec3(-5.5, flow, 4.4))); vec3 stir = vec3(_e78, _e84, _e89); d = (((warped + (stir * 0.9)) * 1.9) + vec3(0.0, 0.0, (flow * 0.25))); amp = 0.5; bool loop_init_1 = true; while(true) { if (!loop_init_1) { int _e129 = i_3; i_3 = (_e129 + 1); } loop_init_1 = false; int _e108 = i_3; if ((_e108 < 2)) { } else { break; } { float _e111 = detail; float _e112 = amp; vec3 _e113 = d; float _e114 = noise3_(_e113); detail = (_e111 + (_e112 * _e114)); vec3 _e117 = d; d = ((_e117 * 2.03) + vec3(-2.9, 1.1, 0.7)); float _e125 = amp; amp = (_e125 * 0.4); } } float _e131 = base; float _e132 = detail; return vec3(_e131, _e132, w.x); } float contourValue(vec3 h_2) { float _e5 = _group_0_binding_0_fs.field.z; float u_2 = (h_2.x * _e5); float t_1 = (u_2 / 5.0); float stepped = (floor(t_1) + smoothstep(0.2, 0.8, fract(t_1))); float _e23 = _group_0_binding_0_fs.field.z; float _e28 = _group_0_binding_0_fs.field.w; return (mix(u_2, (stepped * 5.0), 0.85) + ((h_2.y * _e23) * _e28)); } vec3 toObject(vec3 v) { vec4 _e3 = _group_0_binding_0_fs.rotX; vec4 _e9 = _group_0_binding_0_fs.rotY; vec4 _e16 = _group_0_binding_0_fs.rotZ; return (((_e3.xyz * v.x) + (_e9.xyz * v.y)) + (_e16.xyz * v.z)); } void main() { FullOut in_ = FullOut(gl_FragCoord, _vs2fs_location0); vec2 p_4 = vec2(((in_.uv.x * 2.0) - 1.0), (1.0 - (in_.uv.y * 2.0))); float angle = (min(length(p_4), 1.0) * 1.5707963); vec2 q_1 = ((p_4 / vec2(max(length(p_4), 1e-6))) * sin(angle)); float z = cos(angle); vec3 _e28 = toObject(vec3(q_1, z)); vec3 _e29 = field(_e28); vec3 _e32 = toObject(vec3(q_1, -(z))); vec3 _e33 = field(_e32); float _e34 = contourValue(_e29); float _e35 = contourValue(_e33); _fs2p_location0 = vec4(_e34, _e35, clamp((0.6 + (0.8 * _e29.z)), 0.25, 1.4), clamp((0.6 + (0.8 * _e33.z)), 0.25, 1.4)); return; }  `Pöì«[H5CScene_block_0Fragmentvsvsfsfs˜!// language: metal2.2 #include #include using metal::uint; struct Scene { metal::float4 view; metal::float4 center; metal::float4 rotX; metal::float4 rotY; metal::float4 rotZ; metal::float4 field; }; struct FullOut { metal::float4 position; metal::float2 uv; char _pad2[8]; }; struct type_8 { metal::float2 inner[3]; }; uint hash3_( metal::int3 i_1 ) { uint h = {}; h = ((as_type(i_1.x) * 2376512323u) ^ (as_type(i_1.y) * 3625334849u)) ^ (as_type(i_1.z) * 3407524639u); uint _e16 = h; uint _e17 = h; h = (_e16 ^ (_e17 >> 16u)) * 2146121005u; uint _e23 = h; uint _e24 = h; h = (_e23 ^ (_e24 >> 15u)) * 2221713035u; uint _e30 = h; uint _e31 = h; return _e30 ^ (_e31 >> 16u); } float grad( uint h_1, metal::float3 p_1 ) { bool local = {}; uint b = h_1 & 15u; float u = (b < 8u) ? p_1.x : p_1.y; if (!((b == 12u))) { local = b == 14u; } else { local = true; } bool _e19 = local; float v_1 = (b < 4u) ? p_1.y : (_e19 ? p_1.x : p_1.z); return (((b & 1u) == 0u) ? u : -(u)) + (((b & 2u) == 0u) ? v_1 : -(v_1)); } metal::int3 naga_f2i32(metal::float3 value) { return static_cast(metal::clamp(value, -2147483600.0, 2147483500.0)); } float noise3_( metal::float3 p_2 ) { metal::float3 fl = metal::floor(p_2); metal::int3 i_4 = naga_f2i32(fl); metal::float3 f = p_2 - fl; metal::float3 u_1 = ((f * f) * f) * ((f * ((f * 6.0) - metal::float3(15.0))) + metal::float3(10.0)); uint _e16 = hash3_(i_4); float _e17 = grad(_e16, f); uint _e23 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(1, 0, 0)))); float _e29 = grad(_e23, f - metal::float3(1.0, 0.0, 0.0)); uint _e35 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(0, 1, 0)))); float _e41 = grad(_e35, f - metal::float3(0.0, 1.0, 0.0)); uint _e47 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(1, 1, 0)))); float _e53 = grad(_e47, f - metal::float3(1.0, 1.0, 0.0)); uint _e59 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(0, 0, 1)))); float _e65 = grad(_e59, f - metal::float3(0.0, 0.0, 1.0)); uint _e71 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(1, 0, 1)))); float _e77 = grad(_e71, f - metal::float3(1.0, 0.0, 1.0)); uint _e83 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(0, 1, 1)))); float _e89 = grad(_e83, f - metal::float3(0.0, 1.0, 1.0)); uint _e95 = hash3_(as_type(as_type(i_4) + as_type(metal::int3(1, 1, 1)))); float _e101 = grad(_e95, f - metal::float3(1.0, 1.0, 1.0)); float x00_ = _e17 + ((_e29 - _e17) * u_1.x); float x10_ = _e41 + ((_e53 - _e41) * u_1.x); float x01_ = _e65 + ((_e77 - _e65) * u_1.x); float x11_ = _e89 + ((_e101 - _e89) * u_1.x); float y0_ = x00_ + ((x10_ - x00_) * u_1.y); float y1_ = x01_ + ((x11_ - x01_) * u_1.y); return y0_ + ((y1_ - y0_) * u_1.z); } metal::float3 field( metal::float3 n, constant Scene& scene ) { metal::float3 s = {}; float base = 0.0; float amp = 0.5; int i_2 = 0; metal::float3 d = {}; float detail = 0.0; int i_3 = 0; float t = scene.center.z; float _e8 = scene.field.x; metal::float3 p_3 = n * _e8; metal::float3 q = p_3 * 0.6; float drift = t * 0.15; float _e18 = noise3_(q + metal::float3(0.0, 0.0, drift)); float _e25 = noise3_(q + metal::float3(5.2, 1.3, 2.8 - drift)); float _e32 = noise3_(q + metal::float3(-3.7, 2.9 + drift, 7.1)); metal::float3 w = metal::float3(_e18, _e25, _e32); float _e37 = scene.field.y; metal::float3 warped = p_3 + (w * _e37); s = warped; uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e68 = i_2; i_2 = as_type(as_type(_e68) + as_type(1)); } loop_init = false; int _e47 = i_2; if (_e47 < 3) { } else { break; } { float _e50 = base; float _e51 = amp; metal::float3 _e52 = s; float _e53 = noise3_(_e52); base = _e50 + (_e51 * _e53); metal::float3 _e56 = s; s = (_e56 * 2.03) + metal::float3(1.7, -3.1, 2.3); float _e64 = amp; amp = _e64 * 0.45; } } float flow = t * 1.5; metal::float3 sq = q * 1.3; float _e78 = noise3_(sq + metal::float3(1.9, 7.3, flow)); float _e84 = noise3_(sq + metal::float3(8.1, -2.4, -(flow))); float _e89 = noise3_(sq + metal::float3(-5.5, flow, 4.4)); metal::float3 stir = metal::float3(_e78, _e84, _e89); d = ((warped + (stir * 0.9)) * 1.9) + metal::float3(0.0, 0.0, flow * 0.25); amp = 0.5; uint2 loop_bound_1 = uint2(4294967295u); bool loop_init_1 = true; while(true) { if (metal::all(loop_bound_1 == uint2(0u))) { break; } loop_bound_1 -= uint2(loop_bound_1.y == 0u, 1u); if (!loop_init_1) { int _e129 = i_3; i_3 = as_type(as_type(_e129) + as_type(1)); } loop_init_1 = false; int _e108 = i_3; if (_e108 < 2) { } else { break; } { float _e111 = detail; float _e112 = amp; metal::float3 _e113 = d; float _e114 = noise3_(_e113); detail = _e111 + (_e112 * _e114); metal::float3 _e117 = d; d = (_e117 * 2.03) + metal::float3(-2.9, 1.1, 0.7); float _e125 = amp; amp = _e125 * 0.4; } } float _e131 = base; float _e132 = detail; return metal::float3(_e131, _e132, w.x); } float contourValue( metal::float3 h_2, constant Scene& scene ) { float _e5 = scene.field.z; float u_2 = h_2.x * _e5; float t_1 = u_2 / 5.0; float stepped = metal::floor(t_1) + metal::smoothstep(0.2, 0.8, metal::fract(t_1)); float _e23 = scene.field.z; float _e28 = scene.field.w; return metal::mix(u_2, stepped * 5.0, 0.85) + ((h_2.y * _e23) * _e28); } metal::float3 toObject( metal::float3 v, constant Scene& scene ) { metal::float4 _e3 = scene.rotX; metal::float4 _e9 = scene.rotY; metal::float4 _e16 = scene.rotZ; return ((_e3.xyz * v.x) + (_e9.xyz * v.y)) + (_e16.xyz * v.z); } struct vsInput { }; struct vsOutput { metal::float4 position [[position]]; metal::float2 uv [[user(loc0), center_perspective]]; }; vertex vsOutput vs( uint i [[vertex_id]] ) { type_8 p = type_8 {{metal::float2(-1.0, -1.0), metal::float2(3.0, -1.0), metal::float2(-1.0, 3.0)}}; FullOut o = {}; metal::float2 _e15 = p.inner[metal::min(unsigned(i), 2u)]; o.position = metal::float4(_e15, 0.0, 1.0); float _e22 = p.inner[metal::min(unsigned(i), 2u)].x; float _e27 = p.inner[metal::min(unsigned(i), 2u)].y; o.uv = metal::float2(_e22 + 1.0, 1.0 - _e27) * 0.5; FullOut _e33 = o; const auto _tmp = _e33; return vsOutput { _tmp.position, _tmp.uv }; } struct fsInput { metal::float2 uv [[user(loc0), center_perspective]]; }; struct fsOutput { metal::float4 member_1 [[color(0)]]; }; fragment fsOutput fs( fsInput varyings_1 [[stage_in]] , metal::float4 position [[position]] , constant Scene& scene [[buffer(0)]] ) { const FullOut in = { position, varyings_1.uv }; metal::float2 p_4 = metal::float2((in.uv.x * 2.0) - 1.0, 1.0 - (in.uv.y * 2.0)); float angle = metal::min(metal::length(p_4), 1.0) * 1.5707963; metal::float2 q_1 = (p_4 / metal::float2(metal::max(metal::length(p_4), 0.000001))) * metal::sin(angle); float z = metal::cos(angle); metal::float3 _e28 = toObject(metal::float3(q_1, z), scene); metal::float3 _e29 = field(_e28, scene); metal::float3 _e32 = toObject(metal::float3(q_1, -(z)), scene); metal::float3 _e33 = field(_e32, scene); float _e34 = contourValue(_e29, scene); float _e35 = contourValue(_e33, scene); return fsOutput { metal::float4(_e34, _e35, metal::clamp(0.6 + (0.8 * _e29.z), 0.25, 1.4), metal::clamp(0.6 + (0.8 * _e33.z), 0.25, 1.4)) }; }  `Pöì«[H5Cvsmain{struct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; }; struct FullOut { float4 position; float2 uv; }; static const float2 _215[3] = { float2(-1.0f, -1.0f), float2(3.0f, -1.0f), float2(-1.0f, 3.0f) }; static const FullOut _221 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; static float4 gl_Position; static int gl_VertexIndex; static float2 uv; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 uv : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { FullOut o = _221; o.position = float4(_215[min(uint(gl_VertexIndex), 2u)], 0.0f, 1.0f); o.uv = float2(_215[min(uint(gl_VertexIndex), 2u)].x + 1.0f, 1.0f - _215[min(uint(gl_VertexIndex), 2u)].y) * 0.5f; gl_Position = o.position; uv = o.uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; return stage_output; } fsmain#struct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; }; struct FullOut { float4 position; float2 uv; }; cbuffer scene : register(b0) { Scene scene_1_m0 : packoffset(c0); }; static float4 gl_FragCoord; static float2 uv; static float4 _434; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _434 : SV_Target0; }; float3 toObject(float3 v) { return ((scene_1_m0.rotX.xyz * v.x) + (scene_1_m0.rotY.xyz * v.y)) + (scene_1_m0.rotZ.xyz * v.z); } uint hash3(int3 i) { uint h = 0u; h = ((uint(i.x) * 2376512323u) ^ (uint(i.y) * 3625334849u)) ^ (uint(i.z) * 3407524639u); h = (h ^ (h >> 16u)) * 2146121005u; h = (h ^ (h >> 15u)) * 2221713035u; return h ^ (h >> 16u); } float grad(uint h, float3 p) { bool _71 = false; uint _75 = h & 15u; float _79 = (_75 < 8u) ? p.x : p.y; if (!(_75 == 12u)) { _71 = _75 == 14u; } else { _71 = true; } float _92 = (_75 < 4u) ? p.y : (_71 ? p.x : p.z); return (((_75 & 1u) == 0u) ? _79 : (-_79)) + (((_75 & 2u) == 0u) ? _92 : (-_92)); } float _noise3(float3 p) { float3 _130 = floor(p); int3 _136 = int3(clamp(_130, float3(-2147483648.0f, -2147483648.0f, -2147483648.0f), float3(2147483520.0f, 2147483520.0f, 2147483520.0f))); float3 _137 = p - _130; float3 _144 = ((_137 * _137) * _137) * ((_137 * ((_137 * 6.0f) - float3(15.0f, 15.0f, 15.0f))) + float3(10.0f, 10.0f, 10.0f)); float _146 = grad(hash3(_136), _137); float _154 = grad(hash3(_136 + int3(0, 1, 0)), _137 - float3(0.0f, 1.0f, 0.0f)); float _162 = grad(hash3(_136 + int3(0, 0, 1)), _137 - float3(0.0f, 0.0f, 1.0f)); float _170 = grad(hash3(_136 + int3(0, 1, 1)), _137 - float3(0.0f, 1.0f, 1.0f)); float _178 = _146 + ((grad(hash3(_136 + int3(1, 0, 0)), _137 - float3(1.0f, 0.0f, 0.0f)) - _146) * _144.x); float _186 = _162 + ((grad(hash3(_136 + int3(1, 0, 1)), _137 - float3(1.0f, 0.0f, 1.0f)) - _162) * _144.x); float _194 = _178 + (((_154 + ((grad(hash3(_136 + int3(1, 1, 0)), _137 - float3(1.0f, 1.0f, 0.0f)) - _154) * _144.x)) - _178) * _144.y); return _194 + (((_186 + (((_170 + ((grad(hash3(_136 + int3(1, 1, 1)), _137 - float3(1.0f, 1.0f, 1.0f)) - _170) * _144.x)) - _186) * _144.y)) - _194) * _144.z); } float3 field(float3 n) { float3 d = float3(0.0f, 0.0f, 0.0f); float base = 0.0f; int i = 0; int i_1 = 0; float3 s = float3(0.0f, 0.0f, 0.0f); float detail = 0.0f; float amp = 0.5f; uint2 loop_bound = uint2(4294967295u, 4294967295u); uint2 loop_bound_1 = uint2(4294967295u, 4294967295u); float3 _260 = n * scene_1_m0.field.x; float3 _261 = _260 * 0.60000002384185791015625f; float _262 = scene_1_m0.center.z * 0.1500000059604644775390625f; float3 _274 = float3(_noise3(_261 + float3(0.0f, 0.0f, _262)), _noise3(_261 + float3(5.19999980926513671875f, 1.2999999523162841796875f, 2.7999999523162841796875f - _262)), _noise3(_261 + float3(-3.7000000476837158203125f, 2.900000095367431640625f + _262, 7.099999904632568359375f))); float3 _278 = _260 + (_274 * scene_1_m0.field.y); s = _278; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(i_1 < 3)) { break; } base += (amp * _noise3(s)); s = (s * 2.0299999713897705078125f) + float3(1.7000000476837158203125f, -3.099999904632568359375f, 2.2999999523162841796875f); amp *= 0.449999988079071044921875f; i_1++; continue; } float _319 = scene_1_m0.center.z * 1.5f; float3 _320 = _261 * 1.2999999523162841796875f; d = ((_278 + (float3(_noise3(_320 + float3(1.89999997615814208984375f, 7.30000019073486328125f, _319)), _noise3(_320 + float3(8.1000003814697265625f, -2.400000095367431640625f, -_319)), _noise3(_320 + float3(-5.5f, _319, 4.400000095367431640625f))) * 0.89999997615814208984375f)) * 1.89999997615814208984375f) + float3(0.0f, 0.0f, _319 * 0.25f); amp = 0.5f; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound_1.x, uint2(0u, 0u).y == loop_bound_1.y))) { break; } loop_bound_1 -= uint2(uint(loop_bound_1.y == 0u), 1u); if (!(i < 2)) { break; } detail += (amp * _noise3(d)); d = (d * 2.0299999713897705078125f) + float3(-2.900000095367431640625f, 1.10000002384185791015625f, 0.699999988079071044921875f); amp *= 0.4000000059604644775390625f; i++; continue; } return float3(base, detail, _274.x); } float contourValue(float3 h) { float _388 = h.x * scene_1_m0.field.z; float _389 = _388 / 5.0f; return lerp(_388, (floor(_389) + smoothstep(0.20000000298023223876953125f, 0.800000011920928955078125f, frac(_389))) * 5.0f, 0.85000002384185791015625f) + ((h.y * scene_1_m0.field.z) * scene_1_m0.field.w); } void frag_main() { FullOut _427 = { gl_FragCoord, uv }; float2 _452 = float2((_427.uv.x * 2.0f) - 1.0f, 1.0f - (_427.uv.y * 2.0f)); float _455 = min(length(_452), 1.0f) * 1.5707962512969970703125f; float _457 = max(length(_452), 9.9999999747524270787835121154785e-07f); float2 _461 = (_452 / float2(_457, _457)) * sin(_455); float _462 = cos(_455); float3 _465 = field(toObject(float3(_461, _462))); float3 _469 = field(toObject(float3(_461, -_462))); _434 = float4(contourValue(_465), contourValue(_469), clamp(0.60000002384185791015625f + (0.800000011920928955078125f * _465.z), 0.25f, 1.39999997615814208984375f), clamp(0.60000002384185791015625f + (0.800000011920928955078125f * _469.z), 0.25f, 1.39999997615814208984375f)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._434 = _434; return stage_output; }  `Pöì«[H5CHSLTScene`viewÿÿÿÿcenterÿÿÿÿrotX ÿÿÿÿrotY0ÿÿÿÿrotZ@ÿÿÿÿfieldPÿÿÿÿ scene_block`scenevsvsfsfsd*# GLSL.std.450²vs«®°âfsÛÞáâH#H#H# H#0H#@H#PH #H #G G"G!GH#G« *G® G°GÛ GÞGá        +  ;!+C³¦�+A8Ø+³Ë++-5ë++‹¦l„ .!> +?+@ ) A+B+C+D+E+F H . I!i +jÀ@+kpA, lkkk+m A, nmmm+o+p,qopp+r€?+s, trss,upop, vsrs,woop, xrrs,yppo, zssr,{opo, |rsr,}poo, ~srr,ooo, €rrr+ƒÏ, „ƒƒƒ+…ÿÿÿN, †………!Î Ï+Ñš™?+Òš™>+Ó333@+Ôff¦@+Õff¦?+Öš™9@+×ÍÌlÀ+Ø33ã@+Ù?+Ú+Û…ë@+Üš™Ù?+ÝffFÀ+Þ33@, ßÜÝÞ+àffæ>+áÀ?+â33ó?+ãš™é@+äš™A+åš™À+æ°À+çÍÌŒ@+èfff?+é€>+ê+ëš™9À+ìÍÌŒ?+í333?, îëìí+ïÍÌÌ> ñ . ò ô ÷. ù ý þ+  ,EE+ÿÿÿÿ, +| @+}ÍÌL>+~ÍÌL?+š™Y? ¬;¬« ¯;¯® ± ;±°!³+´€¿, µ´´+¶@@, ·¶´, ¸´¶, ¹µ·¸ » ½ . ¾ À Á Ô Ü;ÜÛ ß ;ßÞ;¯á+ä@+åÚÉ?+æ½7†5+ç33³?67ø;ù ø Q!|"!„#"Q$|%$„&%Æ'#&Q(|)(„*)Æ+'*>+=,=-Â.-Æ/,.„0/>0=1=2Â32Æ413„54>5=6=7Â87Æ968þ986=>7;7 <ø:;HGIùJøJÇK;QL<QM<° NK?©ONMLQP<QQ<ª RK@¨ SR÷TúSUVøUª WKB>GWùTøV>GAùTøT= XG©YXQPQZ<° [KC©\[ZY]OÇ^KDª _^E©`_O]a\ÇbKFª cbE©dc\a�e`dþe86hi7 gøfù�ø�  ‚g  ‡+‚„†nˆ‡ƒ ‰g‚… Љ‰… ‹Š‰Ž Œ‰jƒ �Œl… މ�� �Žn… �‹�9‘ˆ9’=‘‰€“ˆq9”“ƒ •‰t9–=”•€—ˆu9˜—ƒ ™‰v9š=˜™€›ˆw9œ›ƒ �‰x9ž=œ�€Ÿˆy9 Ÿƒ ¡‰z9¢= ¡€£ˆ{9¤£ƒ ¥‰|9¦=¤¥€§ˆ}9¨§ƒ ©‰~9ª=¨©€«ˆ9¬«ƒ ­‰€9®=¬­ƒ¯–’Q°�…±¯°�²’±ƒ³žšQ´�…µ³´�¶šµƒ·¦¢Q¸�…¹·¸�º¢¹ƒ»®ªQ¼�…½»¼�¾ª½ƒ¿¶²QÀ�…Á¿À�²ÁƒþºQÄ�…ÅÃÄ�ƺŃÇÆÂQÈ�…ÉÇÈ�ÊÂÉþÊ86 ÍÎ7 ÌøË;ñøù;ôós;÷ûp;÷öp;ñðò;ôús;ôõÙ;! ;V AÏÐEùüøüAþÿÐDF=ÿAþÐE=Ž ÌŽ Ñ…ÒP ss� 9 hƒ ÓP ÔÕ �  9 h �ÖP ר� 9hP   AþÐD=Ž � >ðùøöù"ø"=#!ª$#› %$÷&ú%&ø&Q'#ª ('E©)(DEP*)D‚+#*>!+ùø=,ö± -,Ú÷.ú-./ø/ùø.ù0ø0=2ó=3õ= 4ð95h4…635�726>ó7= 8ðŽ 98Û� :9ß>ð:=;õ…<;à>õ<ù1ø1ùø==ö€>=o>ö>ùø…?Ꭰ@ÕP Aâã?� B@A9ChBD?P EäåD� F@E9GhFP Hæ?ç� I@H9JhIP KCGJŽ LKè� MLŽ NMâ…O?éP PssO� QNP>øQ>õÙùRøRöSUùWøW=XVªYX› ZY÷[úZS[ø[Q\Xª ]\E©^]DEP_^D‚`X_>V`ùTøT=aû± baê÷cúbcdødùSøcùeøe=gú=hõ= iø9jhi…khj�lgk>úl= møŽ nmÛ� onî>øo=põ…qpï>õqùføfùUøU=rû€sro>ûsùRøS=tó=uúQvP wtuvþw86zi7 yøxAÏ{Eù€ø€Q�yAþ‚{F=ƒ‚…„�ƒˆ…„| †… ‡ … ˆ1}~‡�‰†ˆ…Љ| ‹.„ŠQŒyAþ�{F=Ž�…�ŒŽAþ�{=‘�…’�‘�“‹’þ“86 –Î7 •ø”AÏ—Eù˜ø˜Aý™—F=š™O ›ššQœ•Ž �›œAýž—=ŸžO  ŸŸQ¡•Ž ¢ ¡� £�¢Aý¤—C=¥¤O ¦¥¥Q§•Ž ¨¦§� ©£¨þ©86²³øª;»º¹;½¼¾=­«ù¿ø¿ Â&­FAÁúÂ= ÄÃPÅÄsrAÀƼE>ÆÅ Ç&­FAôȺÇE=ÉÈ�ÊÉr Ë&­FAô̺ËD=Í̃ÎrÍP ÏÊÎŽ ÐÏÙAÁѼD>ÑÐ= Ò¼QÓÒ>®ÓAÔÕ®D=ÖÕ×Ö>Õ×Q ØÒ>°Øý86â³øÙ=ÝÛ= àÞP ÚÝàAÏãEùèøèQ éÚQêé…ëêäƒìërQ íÚQîí…ïîäƒðrïP ñìð òBñ ó%òr…ôóå õBñ ö(õæP ÷ööˆ øñ÷ ù ôŽ úøù ûôP üúû9 ý–ü9 þÍýÿûP úÿ9 –9 Í9zþ9zQþ…~�Ñ +éçQ … ~ � Ñ   + éçP  >á ý8 `Pöì«[H5CÊËfinaljÔ‚£BTSR B B ]Ÿ % ½E]FFNkF>+ ©q]rT' Z™]·™î¥šÓ5 xÐ] vsfs vsvsfsfs+ struct Grade { a: vec4, b: vec4, c: vec4, d: vec4, } struct VsOut { @builtin(position) position: vec4, @location(0) uv: vec2, } @group(0) @binding(0) var hdr: texture_2d; @group(0) @binding(1) var bloom: texture_2d; @group(0) @binding(2) var smp: sampler; @group(0) @binding(3) var grade: Grade; fn sharpened(uv: vec2) -> vec3 { let _e2 = textureDimensions(hdr); let o_3 = (vec2(1f) / vec2(_e2)); let _e10 = textureSampleLevel(hdr, smp, uv, 0f); let c_2 = _e10.xyz; let _e19 = textureSampleLevel(hdr, smp, (uv - vec2(0f, o_3.y)), 0f); let n = _e19.xyz; let _e28 = textureSampleLevel(hdr, smp, (uv + vec2(0f, o_3.y)), 0f); let s = _e28.xyz; let _e37 = textureSampleLevel(hdr, smp, (uv + vec2(o_3.x, 0f)), 0f); let e = _e37.xyz; let _e46 = textureSampleLevel(hdr, smp, (uv - vec2(o_3.x, 0f)), 0f); let w = _e46.xyz; let low = min(c_2, min(min(n, s), min(e, w))); let high = max(c_2, max(max(n, s), max(e, w))); return clamp((c_2 + ((c_2 - ((((n + s) + e) + w) * 0.25f)) * 0.8f)), low, high); } fn fringedGlow(uv_1: vec2) -> vec3 { var sum: vec3 = vec3(0f); var weight: vec3 = vec3(0f); var i_1: i32 = 0i; let _e7 = grade.b.w; let spread = ((uv_1 - vec2(0.5f)) * _e7); loop { let _e17 = i_1; if (_e17 < 6i) { } else { break; } { let _e20 = i_1; let t = (f32(_e20) / 5f); let w_1 = clamp(vec3((1.5f - (2f * t)), (1f - abs(((2f * t) - 1f))), ((2f * t) - 0.5f)), vec3(0f), vec3(1f)); let _e45 = sum; let _e53 = textureSampleLevel(bloom, smp, (uv_1 - (spread * (1f - t))), 0f); sum = (_e45 + (_e53.xyz * w_1)); let _e57 = weight; weight = (_e57 + w_1); } continuing { let _e60 = i_1; i_1 = (_e60 + 1i); } } let _e62 = sum; let _e63 = weight; return (_e62 / _e63); } fn lens(uv_2: vec2, shift: vec2) -> vec3 { let _e6 = textureSampleLevel(hdr, smp, (uv_2 - shift), 0f); let _e14 = textureSampleLevel(hdr, smp, (uv_2 - (shift * 0.5f)), 0f); let _e19 = textureSampleLevel(hdr, smp, uv_2, 0f); let fringed = vec3(_e6.x, _e14.y, _e19.z); let _e23 = textureDimensions(hdr); let shiftPx = length((shift * vec2(_e23))); let _e27 = sharpened(uv_2); let scene = mix(_e27, fringed, smoothstep(0.3f, 1f, shiftPx)); let _e32 = fringedGlow(uv_2); let _e36 = grade.a.x; return (scene + (_e32 * _e36)); } fn aces(x: vec3) -> vec3 { return clamp(((x * ((2.51f * x) + vec3(0.03f))) / ((x * ((2.43f * x) + vec3(0.59f))) + vec3(0.14f))), vec3(0f), vec3(1f)); } fn toSrgb(c_1: vec3) -> vec3 { return select(((1.055f * pow(c_1, vec3(0.41666666f))) - vec3(0.055f)), (c_1 * 12.92f), (c_1 <= vec3(0.0031308f))); } fn hash(p_1: vec2) -> f32 { return fract((sin(dot(p_1, vec2(12.9898f, 78.233f))) * 43758.547f)); } fn hash3_(p_2: vec3) -> f32 { return fract((sin(dot(p_2, vec3(12.9898f, 78.233f, 37.719f))) * 43758.547f)); } fn glitched(uv_3: vec2, amount: f32) -> vec2 { var o_2: vec2; if (amount < 0.002f) { return uv_3; } let _e7 = grade.b.z; let step_ = floor((_e7 * 24f)); let _e14 = hash3_(vec3(step_, 1f, 0f)); let slices = mix(8f, 70f, _e14); let slice = floor((uv_3.y * slices)); o_2 = uv_3; let _e24 = hash3_(vec3(slice, step_, 2f)); if (_e24 < (amount * 0.7f)) { let _e29 = o_2.x; let _e32 = hash3_(vec3(slice, step_, 3f)); o_2.x = (_e29 + (((_e32 - 0.5f) * amount) * 0.35f)); } let block = floor((uv_3 * vec2(16f, 9f))); let _e50 = hash3_(vec3((block + vec2((step_ * 0.37f))), 4f)); if (_e50 < (amount * 0.25f)) { let _e54 = o_2; let _e58 = hash3_(vec3(block, (step_ + 5f))); let _e62 = hash3_(vec3(block, (step_ + 6f))); o_2 = (_e54 + (((vec2(_e58, _e62) - vec2(0.5f)) * amount) * 0.2f)); } let _e72 = o_2.y; let _e76 = hash3_(vec3(step_, 7f, 0f)); o_2.y = (_e72 + ((((_e76 - 0.5f) * amount) * amount) * 0.12f)); let _e84 = o_2; return _e84; } @vertex fn vs(@builtin(vertex_index) i: u32) -> VsOut { var p: array, 3> = array, 3>(vec2(-1f, -1f), vec2(3f, -1f), vec2(-1f, 3f)); var o: VsOut; let _e15 = p[i]; o.position = vec4(_e15, 0f, 1f); let _e22 = p[i].x; let _e27 = p[i].y; o.uv = (vec2((_e22 + 1f), (1f - _e27)) * 0.5f); let _e33 = o; return _e33; } @fragment fn fs(in: VsOut) -> @location(0) vec4 { var ramp: f32; var c: vec3; var o_1: vec3; let _e2 = textureDimensions(hdr); let dims = vec2(_e2); let aspect = (dims.x / dims.y); let mega = grade.d.x; let _e14 = grade.c; let toWave = ((in.uv - _e14.xy) * vec2(aspect, 1f)); let dist = length(toWave); let _e24 = grade.c.z; let wave = ((dist - _e24) / 0.04f); let _e39 = grade.c.w; let bend = ((((toWave / vec2(max(dist, 0.0001f))) * exp((-(wave) * wave))) * _e39) * 0.025f); let _e48 = glitched((in.uv + (bend / vec2(aspect, 1f))), mega); let fromCenter = (_e48 - vec2(0.5f)); let q = (fromCenter * vec2(aspect, 1f)); let radius = (length(q) / length((vec2(aspect, 1f) * 0.5f))); let _e67 = grade.b.y; let _e72 = grade.b.y; ramp = mix((0.2f * radius), 1f, clamp(((radius - _e67) / max((1f - _e72), 0.001f)), 0f, 1f)); let _e84 = ramp; ramp = mix(_e84, (1f + (3f * mega)), min((mega * 3f), 1f)); let _e97 = grade.b.x; let _e99 = ramp; let shift_1 = ((fromCenter * _e97) * _e99); let _e101 = lens(_e48, shift_1); c = _e101; if (mega >= 0.002f) { let _e108 = grade.b.z; let step_1 = floor((_e108 * 24f)); let _e117 = hash3_(vec3(step_1, 8f, 0f)); let _e126 = hash3_(vec3(step_1, 10f, 0f)); let split = vec2(((mega * 0.03f) * (_e117 + 0.5f)), ((mega * 0.006f) * (_e126 - 0.5f))); let _e132 = lens((_e48 + split), shift_1); let _e135 = c.y; let _e137 = lens((_e48 - split), shift_1); c = vec3(_e132.x, _e135, _e137.z); } let _e140 = c; let _e144 = grade.a.y; c = (_e140 * exp2(_e144)); let _e147 = c; let _e155 = grade.a.z; c = (_e147 * mix(1f, smoothstep(1.35f, 0.2f, length(q)), _e155)); let _e159 = c; let _e160 = aces(_e159); let _e161 = toSrgb(_e160); o_1 = _e161; if (mega >= 0.002f) { let _e168 = grade.b.z; let step_2 = floor((_e168 * 24f)); let line = (0.5f + (0.5f * sin((in.position.y * 1.9f)))); let _e181 = o_1; o_1 = (_e181 * (1f - ((mega * 0.35f) * line))); let p_3 = (in.position.xy + vec2((step_2 * 17f))); let _e194 = hash(p_3); let _e198 = hash((p_3 + vec2(31.7f))); let _e202 = hash((p_3 + vec2(63.1f))); let colored = (vec3(_e194, _e198, _e202) - vec3(0.5f)); let _e207 = o_1; o_1 = (_e207 + ((colored * mega) * 0.5f)); let _e217 = hash3_(vec3(step_2, 11f, 0f)); let slice_1 = floor((in.uv.y * mix(20f, 90f, _e217))); let _e225 = hash3_(vec3(slice_1, step_2, 12f)); if (_e225 < (mega * 0.18f)) { let _e229 = o_1; let _e233 = hash((p_3 + vec2(5.3f))); o_1 = mix(_e229, (vec3(_e233) * vec3(0.7f, 0.85f, 1f)), 0.75f); } let _e245 = hash3_(vec3(step_2, 9f, 0f)); if (_e245 < (mega * 0.3f)) { let _e251 = o_1; o_1 = (vec3(1f) - _e251); } } let _e258 = grade.b.z; let _e266 = hash((in.position.xy + vec2((fract((_e258 * 7.13f)) * 91f)))); let _e267 = o_1; let _e273 = grade.a.w; let _e279 = hash((in.position.yx * 1.31f)); o_1 = (_e267 + vec3((((_e266 - 0.5f) * _e273) + ((_e279 - 0.5f) / 255f)))); let _e287 = o_1; return vec4(_e287, 1f); }  @øE<¢í`ŒhvsmainÅ#version 300 es precision highp float; precision highp int; struct Grade { vec4 a; vec4 b; vec4 c; vec4 d; }; struct VsOut { vec4 position; vec2 uv; }; smooth out vec2 _vs2fs_location0; vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } vec3 toSrgb(vec3 c_1) { return mix(((1.055 * pow(c_1, vec3(0.41666666))) - vec3(0.055)), (c_1 * 12.92), lessThanEqual(c_1, vec3(0.0031308))); } float hash(vec2 p_1) { return fract((sin(dot(p_1, vec2(12.9898, 78.233))) * 43758.547)); } float hash3_(vec3 p_2) { return fract((sin(dot(p_2, vec3(12.9898, 78.233, 37.719))) * 43758.547)); } void main() { uint i = uint(gl_VertexID); vec2 p[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0)); VsOut o = VsOut(vec4(0.0), vec2(0.0)); vec2 _e15 = p[i]; o.position = vec4(_e15, 0.0, 1.0); float _e22 = p[i].x; float _e27 = p[i].y; o.uv = (vec2((_e22 + 1.0), (1.0 - _e27)) * 0.5); VsOut _e33 = o; gl_Position = _e33.position; _vs2fs_location0 = _e33.uv; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; } fsmain: #version 300 es precision highp float; precision highp int; struct Grade { vec4 a; vec4 b; vec4 c; vec4 d; }; struct VsOut { vec4 position; vec2 uv; }; uniform highp sampler2D _group_0_binding_0_fs; uniform highp sampler2D _group_0_binding_1_fs; layout(std140) uniform Grade_block_0Fragment { Grade _group_0_binding_3_fs; }; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; vec3 sharpened(vec2 uv) { vec2 o_3 = (vec2(1.0) / vec2(uvec2(textureSize(_group_0_binding_0_fs, 0).xy))); vec4 _e10 = textureLod(_group_0_binding_0_fs, vec2(uv), 0.0); vec3 c_2 = _e10.xyz; vec4 _e19 = textureLod(_group_0_binding_0_fs, vec2((uv - vec2(0.0, o_3.y))), 0.0); vec3 n = _e19.xyz; vec4 _e28 = textureLod(_group_0_binding_0_fs, vec2((uv + vec2(0.0, o_3.y))), 0.0); vec3 s = _e28.xyz; vec4 _e37 = textureLod(_group_0_binding_0_fs, vec2((uv + vec2(o_3.x, 0.0))), 0.0); vec3 e = _e37.xyz; vec4 _e46 = textureLod(_group_0_binding_0_fs, vec2((uv - vec2(o_3.x, 0.0))), 0.0); vec3 w = _e46.xyz; vec3 low = min(c_2, min(min(n, s), min(e, w))); vec3 high = max(c_2, max(max(n, s), max(e, w))); return clamp((c_2 + ((c_2 - ((((n + s) + e) + w) * 0.25)) * 0.8)), low, high); } vec3 fringedGlow(vec2 uv_1) { vec3 sum = vec3(0.0); vec3 weight = vec3(0.0); int i_1 = 0; float _e7 = _group_0_binding_3_fs.b.w; vec2 spread = ((uv_1 - vec2(0.5)) * _e7); bool loop_init = true; while(true) { if (!loop_init) { int _e60 = i_1; i_1 = (_e60 + 1); } loop_init = false; int _e17 = i_1; if ((_e17 < 6)) { } else { break; } { int _e20 = i_1; float t = (float(_e20) / 5.0); vec3 w_1 = clamp(vec3((1.5 - (2.0 * t)), (1.0 - abs(((2.0 * t) - 1.0))), ((2.0 * t) - 0.5)), vec3(0.0), vec3(1.0)); vec3 _e45 = sum; vec4 _e53 = textureLod(_group_0_binding_1_fs, vec2((uv_1 - (spread * (1.0 - t)))), 0.0); sum = (_e45 + (_e53.xyz * w_1)); vec3 _e57 = weight; weight = (_e57 + w_1); } } vec3 _e62 = sum; vec3 _e63 = weight; return (_e62 / _e63); } vec3 lens(vec2 uv_2, vec2 shift) { vec4 _e6 = textureLod(_group_0_binding_0_fs, vec2((uv_2 - shift)), 0.0); vec4 _e14 = textureLod(_group_0_binding_0_fs, vec2((uv_2 - (shift * 0.5))), 0.0); vec4 _e19 = textureLod(_group_0_binding_0_fs, vec2(uv_2), 0.0); vec3 fringed = vec3(_e6.x, _e14.y, _e19.z); float shiftPx = length((shift * vec2(uvec2(textureSize(_group_0_binding_0_fs, 0).xy)))); vec3 _e27 = sharpened(uv_2); vec3 scene = mix(_e27, fringed, smoothstep(0.3, 1.0, shiftPx)); vec3 _e32 = fringedGlow(uv_2); float _e36 = _group_0_binding_3_fs.a.x; return (scene + (_e32 * _e36)); } vec3 aces(vec3 x) { return clamp(((x * ((2.51 * x) + vec3(0.03))) / ((x * ((2.43 * x) + vec3(0.59))) + vec3(0.14))), vec3(0.0), vec3(1.0)); } vec3 toSrgb(vec3 c_1) { return mix(((1.055 * pow(c_1, vec3(0.41666666))) - vec3(0.055)), (c_1 * 12.92), lessThanEqual(c_1, vec3(0.0031308))); } float hash(vec2 p_1) { return fract((sin(dot(p_1, vec2(12.9898, 78.233))) * 43758.547)); } float hash3_(vec3 p_2) { return fract((sin(dot(p_2, vec3(12.9898, 78.233, 37.719))) * 43758.547)); } vec2 glitched(vec2 uv_3, float amount) { vec2 o_2 = vec2(0.0); if ((amount < 0.002)) { return uv_3; } float _e7 = _group_0_binding_3_fs.b.z; float step_ = floor((_e7 * 24.0)); float _e14 = hash3_(vec3(step_, 1.0, 0.0)); float slices = mix(8.0, 70.0, _e14); float slice = floor((uv_3.y * slices)); o_2 = uv_3; float _e24 = hash3_(vec3(slice, step_, 2.0)); if ((_e24 < (amount * 0.7))) { float _e29 = o_2.x; float _e32 = hash3_(vec3(slice, step_, 3.0)); o_2.x = (_e29 + (((_e32 - 0.5) * amount) * 0.35)); } vec2 block = floor((uv_3 * vec2(16.0, 9.0))); float _e50 = hash3_(vec3((block + vec2((step_ * 0.37))), 4.0)); if ((_e50 < (amount * 0.25))) { vec2 _e54 = o_2; float _e58 = hash3_(vec3(block, (step_ + 5.0))); float _e62 = hash3_(vec3(block, (step_ + 6.0))); o_2 = (_e54 + (((vec2(_e58, _e62) - vec2(0.5)) * amount) * 0.2)); } float _e72 = o_2.y; float _e76 = hash3_(vec3(step_, 7.0, 0.0)); o_2.y = (_e72 + ((((_e76 - 0.5) * amount) * amount) * 0.12)); vec2 _e84 = o_2; return _e84; } void main() { VsOut in_ = VsOut(gl_FragCoord, _vs2fs_location0); float ramp = 0.0; vec3 c = vec3(0.0); vec3 o_1 = vec3(0.0); vec2 dims = vec2(uvec2(textureSize(_group_0_binding_0_fs, 0).xy)); float aspect = (dims.x / dims.y); float mega = _group_0_binding_3_fs.d.x; vec4 _e14 = _group_0_binding_3_fs.c; vec2 toWave = ((in_.uv - _e14.xy) * vec2(aspect, 1.0)); float dist = length(toWave); float _e24 = _group_0_binding_3_fs.c.z; float wave = ((dist - _e24) / 0.04); float _e39 = _group_0_binding_3_fs.c.w; vec2 bend = ((((toWave / vec2(max(dist, 0.0001))) * exp((-(wave) * wave))) * _e39) * 0.025); vec2 _e48 = glitched((in_.uv + (bend / vec2(aspect, 1.0))), mega); vec2 fromCenter = (_e48 - vec2(0.5)); vec2 q = (fromCenter * vec2(aspect, 1.0)); float radius = (length(q) / length((vec2(aspect, 1.0) * 0.5))); float _e67 = _group_0_binding_3_fs.b.y; float _e72 = _group_0_binding_3_fs.b.y; ramp = mix((0.2 * radius), 1.0, clamp(((radius - _e67) / max((1.0 - _e72), 0.001)), 0.0, 1.0)); float _e84 = ramp; ramp = mix(_e84, (1.0 + (3.0 * mega)), min((mega * 3.0), 1.0)); float _e97 = _group_0_binding_3_fs.b.x; float _e99 = ramp; vec2 shift_1 = ((fromCenter * _e97) * _e99); vec3 _e101 = lens(_e48, shift_1); c = _e101; if ((mega >= 0.002)) { float _e108 = _group_0_binding_3_fs.b.z; float step_1 = floor((_e108 * 24.0)); float _e117 = hash3_(vec3(step_1, 8.0, 0.0)); float _e126 = hash3_(vec3(step_1, 10.0, 0.0)); vec2 split = vec2(((mega * 0.03) * (_e117 + 0.5)), ((mega * 0.006) * (_e126 - 0.5))); vec3 _e132 = lens((_e48 + split), shift_1); float _e135 = c.y; vec3 _e137 = lens((_e48 - split), shift_1); c = vec3(_e132.x, _e135, _e137.z); } vec3 _e140 = c; float _e144 = _group_0_binding_3_fs.a.y; c = (_e140 * exp2(_e144)); vec3 _e147 = c; float _e155 = _group_0_binding_3_fs.a.z; c = (_e147 * mix(1.0, smoothstep(1.35, 0.2, length(q)), _e155)); vec3 _e159 = c; vec3 _e160 = aces(_e159); vec3 _e161 = toSrgb(_e160); o_1 = _e161; if ((mega >= 0.002)) { float _e168 = _group_0_binding_3_fs.b.z; float step_2 = floor((_e168 * 24.0)); float line = (0.5 + (0.5 * sin((in_.position.y * 1.9)))); vec3 _e181 = o_1; o_1 = (_e181 * (1.0 - ((mega * 0.35) * line))); vec2 p_3 = (in_.position.xy + vec2((step_2 * 17.0))); float _e194 = hash(p_3); float _e198 = hash((p_3 + vec2(31.7))); float _e202 = hash((p_3 + vec2(63.1))); vec3 colored = (vec3(_e194, _e198, _e202) - vec3(0.5)); vec3 _e207 = o_1; o_1 = (_e207 + ((colored * mega) * 0.5)); float _e217 = hash3_(vec3(step_2, 11.0, 0.0)); float slice_1 = floor((in_.uv.y * mix(20.0, 90.0, _e217))); float _e225 = hash3_(vec3(slice_1, step_2, 12.0)); if ((_e225 < (mega * 0.18))) { vec3 _e229 = o_1; float _e233 = hash((p_3 + vec2(5.3))); o_1 = mix(_e229, (vec3(_e233) * vec3(0.7, 0.85, 1.0)), 0.75); } float _e245 = hash3_(vec3(step_2, 9.0, 0.0)); if ((_e245 < (mega * 0.3))) { vec3 _e251 = o_1; o_1 = (vec3(1.0) - _e251); } } float _e258 = _group_0_binding_3_fs.b.z; float _e266 = hash((in_.position.xy + vec2((fract((_e258 * 7.13)) * 91.0)))); vec3 _e267 = o_1; float _e273 = _group_0_binding_3_fs.a.w; float _e279 = hash((in_.position.yx * 1.31)); o_1 = (_e267 + vec3((((_e266 - 0.5) * _e273) + ((_e279 - 0.5) / 255.0)))); vec3 _e287 = o_1; _fs2p_location0 = vec4(_e287, 1.0); return; }  @£•æ¥nˆ‹Grade_block_0Fragment_group_0_binding_0_fs_group_0_binding_1_fsvsvsfsfs'+// language: metal2.2 #include #include using metal::uint; struct Grade { metal::float4 a; metal::float4 b; metal::float4 c; metal::float4 d; }; struct VsOut { metal::float4 position; metal::float2 uv; char _pad2[8]; }; struct type_6 { metal::float2 inner[3]; }; metal::float3 sharpened( metal::float2 uv, metal::texture2d hdr, metal::sampler smp ) { metal::float2 o_3 = metal::float2(1.0) / static_cast(metal::uint2(hdr.get_width(), hdr.get_height())); metal::float4 _e10 = hdr.sample(smp, uv, metal::level(0.0)); metal::float3 c_2 = _e10.xyz; metal::float4 _e19 = hdr.sample(smp, uv - metal::float2(0.0, o_3.y), metal::level(0.0)); metal::float3 n = _e19.xyz; metal::float4 _e28 = hdr.sample(smp, uv + metal::float2(0.0, o_3.y), metal::level(0.0)); metal::float3 s = _e28.xyz; metal::float4 _e37 = hdr.sample(smp, uv + metal::float2(o_3.x, 0.0), metal::level(0.0)); metal::float3 e = _e37.xyz; metal::float4 _e46 = hdr.sample(smp, uv - metal::float2(o_3.x, 0.0), metal::level(0.0)); metal::float3 w = _e46.xyz; metal::float3 low = metal::min(c_2, metal::min(metal::min(n, s), metal::min(e, w))); metal::float3 high = metal::max(c_2, metal::max(metal::max(n, s), metal::max(e, w))); return metal::clamp(c_2 + ((c_2 - ((((n + s) + e) + w) * 0.25)) * 0.8), low, high); } metal::float3 fringedGlow( metal::float2 uv_1, metal::texture2d bloom, metal::sampler smp, constant Grade& grade ) { metal::float3 sum = metal::float3(0.0); metal::float3 weight = metal::float3(0.0); int i_1 = 0; float _e7 = grade.b.w; metal::float2 spread = (uv_1 - metal::float2(0.5)) * _e7; uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e60 = i_1; i_1 = as_type(as_type(_e60) + as_type(1)); } loop_init = false; int _e17 = i_1; if (_e17 < 6) { } else { break; } { int _e20 = i_1; float t = static_cast(_e20) / 5.0; metal::float3 w_1 = metal::clamp(metal::float3(1.5 - (2.0 * t), 1.0 - metal::abs((2.0 * t) - 1.0), (2.0 * t) - 0.5), metal::float3(0.0), metal::float3(1.0)); metal::float3 _e45 = sum; metal::float4 _e53 = bloom.sample(smp, uv_1 - (spread * (1.0 - t)), metal::level(0.0)); sum = _e45 + (_e53.xyz * w_1); metal::float3 _e57 = weight; weight = _e57 + w_1; } } metal::float3 _e62 = sum; metal::float3 _e63 = weight; return _e62 / _e63; } metal::float3 lens( metal::float2 uv_2, metal::float2 shift, metal::texture2d hdr, metal::texture2d bloom, metal::sampler smp, constant Grade& grade ) { metal::float4 _e6 = hdr.sample(smp, uv_2 - shift, metal::level(0.0)); metal::float4 _e14 = hdr.sample(smp, uv_2 - (shift * 0.5), metal::level(0.0)); metal::float4 _e19 = hdr.sample(smp, uv_2, metal::level(0.0)); metal::float3 fringed = metal::float3(_e6.x, _e14.y, _e19.z); float shiftPx = metal::length(shift * static_cast(metal::uint2(hdr.get_width(), hdr.get_height()))); metal::float3 _e27 = sharpened(uv_2, hdr, smp); metal::float3 scene = metal::mix(_e27, fringed, metal::smoothstep(0.3, 1.0, shiftPx)); metal::float3 _e32 = fringedGlow(uv_2, bloom, smp, grade); float _e36 = grade.a.x; return scene + (_e32 * _e36); } metal::float3 aces( metal::float3 x ) { return metal::clamp((x * ((2.51 * x) + metal::float3(0.03))) / ((x * ((2.43 * x) + metal::float3(0.59))) + metal::float3(0.14)), metal::float3(0.0), metal::float3(1.0)); } metal::float3 toSrgb( metal::float3 c_1 ) { return metal::select((1.055 * metal::pow(c_1, metal::float3(0.41666666))) - metal::float3(0.055), c_1 * 12.92, c_1 <= metal::float3(0.0031308)); } float hash( metal::float2 p_1 ) { return metal::fract(metal::sin(metal::dot(p_1, metal::float2(12.9898, 78.233))) * 43758.547); } float hash3_( metal::float3 p_2 ) { return metal::fract(metal::sin(metal::dot(p_2, metal::float3(12.9898, 78.233, 37.719))) * 43758.547); } metal::float2 glitched( metal::float2 uv_3, float amount, constant Grade& grade ) { metal::float2 o_2 = {}; if (amount < 0.002) { return uv_3; } float _e7 = grade.b.z; float step = metal::floor(_e7 * 24.0); float _e14 = hash3_(metal::float3(step, 1.0, 0.0)); float slices = metal::mix(8.0, 70.0, _e14); float slice = metal::floor(uv_3.y * slices); o_2 = uv_3; float _e24 = hash3_(metal::float3(slice, step, 2.0)); if (_e24 < (amount * 0.7)) { float _e29 = o_2.x; float _e32 = hash3_(metal::float3(slice, step, 3.0)); o_2.x = _e29 + (((_e32 - 0.5) * amount) * 0.35); } metal::float2 block = metal::floor(uv_3 * metal::float2(16.0, 9.0)); float _e50 = hash3_(metal::float3(block + metal::float2(step * 0.37), 4.0)); if (_e50 < (amount * 0.25)) { metal::float2 _e54 = o_2; float _e58 = hash3_(metal::float3(block, step + 5.0)); float _e62 = hash3_(metal::float3(block, step + 6.0)); o_2 = _e54 + (((metal::float2(_e58, _e62) - metal::float2(0.5)) * amount) * 0.2); } float _e72 = o_2.y; float _e76 = hash3_(metal::float3(step, 7.0, 0.0)); o_2.y = _e72 + ((((_e76 - 0.5) * amount) * amount) * 0.12); metal::float2 _e84 = o_2; return _e84; } struct vsInput { }; struct vsOutput { metal::float4 position [[position]]; metal::float2 uv [[user(loc0), center_perspective]]; }; vertex vsOutput vs( uint i [[vertex_id]] ) { type_6 p = type_6 {{metal::float2(-1.0, -1.0), metal::float2(3.0, -1.0), metal::float2(-1.0, 3.0)}}; VsOut o = {}; metal::float2 _e15 = p.inner[metal::min(unsigned(i), 2u)]; o.position = metal::float4(_e15, 0.0, 1.0); float _e22 = p.inner[metal::min(unsigned(i), 2u)].x; float _e27 = p.inner[metal::min(unsigned(i), 2u)].y; o.uv = metal::float2(_e22 + 1.0, 1.0 - _e27) * 0.5; VsOut _e33 = o; const auto _tmp = _e33; return vsOutput { _tmp.position, _tmp.uv }; } struct fsInput { metal::float2 uv_4 [[user(loc0), center_perspective]]; }; struct fsOutput { metal::float4 member_1 [[color(0)]]; }; fragment fsOutput fs( fsInput varyings_1 [[stage_in]] , metal::float4 position [[position]] , metal::texture2d hdr [[texture(0)]] , metal::texture2d bloom [[texture(1)]] , metal::sampler smp [[sampler(0)]] , constant Grade& grade [[buffer(0)]] ) { const VsOut in = { position, varyings_1.uv_4 }; float ramp = {}; metal::float3 c = {}; metal::float3 o_1 = {}; metal::float2 dims = static_cast(metal::uint2(hdr.get_width(), hdr.get_height())); float aspect = dims.x / dims.y; float mega = grade.d.x; metal::float4 _e14 = grade.c; metal::float2 toWave = (in.uv - _e14.xy) * metal::float2(aspect, 1.0); float dist = metal::length(toWave); float _e24 = grade.c.z; float wave = (dist - _e24) / 0.04; float _e39 = grade.c.w; metal::float2 bend = (((toWave / metal::float2(metal::max(dist, 0.0001))) * metal::exp(-(wave) * wave)) * _e39) * 0.025; metal::float2 _e48 = glitched(in.uv + (bend / metal::float2(aspect, 1.0)), mega, grade); metal::float2 fromCenter = _e48 - metal::float2(0.5); metal::float2 q = fromCenter * metal::float2(aspect, 1.0); float radius = metal::length(q) / metal::length(metal::float2(aspect, 1.0) * 0.5); float _e67 = grade.b.y; float _e72 = grade.b.y; ramp = metal::mix(0.2 * radius, 1.0, metal::clamp((radius - _e67) / metal::max(1.0 - _e72, 0.001), 0.0, 1.0)); float _e84 = ramp; ramp = metal::mix(_e84, 1.0 + (3.0 * mega), metal::min(mega * 3.0, 1.0)); float _e97 = grade.b.x; float _e99 = ramp; metal::float2 shift_1 = (fromCenter * _e97) * _e99; metal::float3 _e101 = lens(_e48, shift_1, hdr, bloom, smp, grade); c = _e101; if (mega >= 0.002) { float _e108 = grade.b.z; float step_1 = metal::floor(_e108 * 24.0); float _e117 = hash3_(metal::float3(step_1, 8.0, 0.0)); float _e126 = hash3_(metal::float3(step_1, 10.0, 0.0)); metal::float2 split = metal::float2((mega * 0.03) * (_e117 + 0.5), (mega * 0.006) * (_e126 - 0.5)); metal::float3 _e132 = lens(_e48 + split, shift_1, hdr, bloom, smp, grade); float _e135 = c.y; metal::float3 _e137 = lens(_e48 - split, shift_1, hdr, bloom, smp, grade); c = metal::float3(_e132.x, _e135, _e137.z); } metal::float3 _e140 = c; float _e144 = grade.a.y; c = _e140 * metal::exp2(_e144); metal::float3 _e147 = c; float _e155 = grade.a.z; c = _e147 * metal::mix(1.0, metal::smoothstep(1.35, 0.2, metal::length(q)), _e155); metal::float3 _e159 = c; metal::float3 _e160 = aces(_e159); metal::float3 _e161 = toSrgb(_e160); o_1 = _e161; if (mega >= 0.002) { float _e168 = grade.b.z; float step_2 = metal::floor(_e168 * 24.0); float line = 0.5 + (0.5 * metal::sin(in.position.y * 1.9)); metal::float3 _e181 = o_1; o_1 = _e181 * (1.0 - ((mega * 0.35) * line)); metal::float2 p_3 = in.position.xy + metal::float2(step_2 * 17.0); float _e194 = hash(p_3); float _e198 = hash(p_3 + metal::float2(31.7)); float _e202 = hash(p_3 + metal::float2(63.1)); metal::float3 colored = metal::float3(_e194, _e198, _e202) - metal::float3(0.5); metal::float3 _e207 = o_1; o_1 = _e207 + ((colored * mega) * 0.5); float _e217 = hash3_(metal::float3(step_2, 11.0, 0.0)); float slice_1 = metal::floor(in.uv.y * metal::mix(20.0, 90.0, _e217)); float _e225 = hash3_(metal::float3(slice_1, step_2, 12.0)); if (_e225 < (mega * 0.18)) { metal::float3 _e229 = o_1; float _e233 = hash(p_3 + metal::float2(5.3)); o_1 = metal::mix(_e229, metal::float3(_e233) * metal::float3(0.7, 0.85, 1.0), 0.75); } float _e245 = hash3_(metal::float3(step_2, 9.0, 0.0)); if (_e245 < (mega * 0.3)) { metal::float3 _e251 = o_1; o_1 = metal::float3(1.0) - _e251; } } float _e258 = grade.b.z; float _e266 = hash(in.position.xy + metal::float2(metal::fract(_e258 * 7.13) * 91.0)); metal::float3 _e267 = o_1; float _e273 = grade.a.w; float _e279 = hash(in.position.yx * 1.31); o_1 = _e267 + metal::float3(((_e266 - 0.5) * _e273) + ((_e279 - 0.5) / 255.0)); metal::float3 _e287 = o_1; return fsOutput { metal::float4(_e287, 1.0) }; }  @£•æ¥nˆ‹vsmainDstruct Grade { float4 a; float4 b; float4 c; float4 d; }; struct VsOut { float4 position; float2 uv; }; static const float2 _100[3] = { float2(-1.0f, -1.0f), float2(3.0f, -1.0f), float2(-1.0f, 3.0f) }; static const VsOut _106 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; static float4 gl_Position; static int gl_VertexIndex; static float2 uv; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 uv : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { VsOut o = _106; o.position = float4(_100[min(uint(gl_VertexIndex), 2u)], 0.0f, 1.0f); o.uv = float2(_100[min(uint(gl_VertexIndex), 2u)].x + 1.0f, 1.0f - _100[min(uint(gl_VertexIndex), 2u)].y) * 0.5f; gl_Position = o.position; uv = o.uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; return stage_output; } fsmainñ"struct Grade { float4 a; float4 b; float4 c; float4 d; }; struct VsOut { float4 position; float2 uv; }; cbuffer grade : register(b0) { Grade grade_1_m0 : packoffset(c0); }; Texture2D hdr : register(t0); Texture2D bloom : register(t1); SamplerState smp : register(s0); static float4 gl_FragCoord; static float2 uv; static float4 _370; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _370 : SV_Target0; }; uint2 spvTextureSize(Texture2D Tex, uint Level, out uint Param) { uint2 ret; Tex.GetDimensions(Level, ret.x, ret.y, Param); return ret; } float hash3(float3 p) { return frac(sin(dot(p, float3(12.98980045318603515625f, 78.233001708984375f, 37.71900177001953125f))) * 43758.546875f); } float2 glitched(float2 uv_1, float amount) { float2 o = float2(0.0f, 0.0f); if (amount < 0.00200000009499490261077880859375f) { return uv_1; } float _305 = floor(grade_1_m0.b.z * 24.0f); float _311 = floor(uv_1.y * lerp(8.0f, 70.0f, hash3(float3(_305, 1.0f, 0.0f)))); o = uv_1; if (hash3(float3(_311, _305, 2.0f)) < (amount * 0.699999988079071044921875f)) { o.x += (((hash3(float3(_311, _305, 3.0f)) - 0.5f) * amount) * 0.3499999940395355224609375f); } float2 _329 = floor(uv_1 * float2(16.0f, 9.0f)); float _330 = _305 * 0.37000000476837158203125f; if (hash3(float3(_329 + float2(_330, _330), 4.0f)) < (amount * 0.25f)) { o += (((float2(hash3(float3(_329, _305 + 5.0f)), hash3(float3(_329, _305 + 6.0f))) - float2(0.5f, 0.5f)) * amount) * 0.20000000298023223876953125f); } o.y += ((((hash3(float3(_305, 7.0f, 0.0f)) - 0.5f) * amount) * amount) * 0.119999997317790985107421875f); return o; } float3 sharpened(float2 uv_1) { uint _37_dummy_parameter; float2 _39 = float2(1.0f, 1.0f) / float2(spvTextureSize(hdr, 0u, _37_dummy_parameter)); float3 _43 = hdr.SampleLevel(smp, uv_1, 0.0f).xyz; float3 _49 = hdr.SampleLevel(smp, uv_1 - float2(0.0f, _39.y), 0.0f).xyz; float3 _55 = hdr.SampleLevel(smp, uv_1 + float2(0.0f, _39.y), 0.0f).xyz; float3 _61 = hdr.SampleLevel(smp, uv_1 + float2(_39.x, 0.0f), 0.0f).xyz; float3 _67 = hdr.SampleLevel(smp, uv_1 - float2(_39.x, 0.0f), 0.0f).xyz; return clamp(_43 + ((_43 - ((((_49 + _55) + _61) + _67) * 0.25f)) * 0.800000011920928955078125f), min(_43, min(min(_49, _55), min(_61, _67))), max(_43, max(max(_49, _55), max(_61, _67)))); } float3 fringedGlow(float2 uv_1) { float3 sum = float3(0.0f, 0.0f, 0.0f); float3 weight = float3(0.0f, 0.0f, 0.0f); int i = 0; uint2 loop_bound = uint2(4294967295u, 4294967295u); float2 _113 = (uv_1 - float2(0.5f, 0.5f)) * grade_1_m0.b.w; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(i < 6)) { break; } float _143 = float(i) / 5.0f; float3 _153 = clamp(float3(1.5f - (2.0f * _143), 1.0f - abs((2.0f * _143) - 1.0f), (2.0f * _143) - 0.5f), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)); sum += (bloom.SampleLevel(smp, uv_1 - (_113 * (1.0f - _143)), 0.0f).xyz * _153); weight += _153; i++; continue; } return sum / weight; } float3 lens(float2 uv_1, float2 shift) { uint _194_dummy_parameter; float _199 = smoothstep(0.300000011920928955078125f, 1.0f, length(shift * float2(spvTextureSize(hdr, 0u, _194_dummy_parameter)))); return lerp(sharpened(uv_1), float3(hdr.SampleLevel(smp, uv_1 - shift, 0.0f).x, hdr.SampleLevel(smp, uv_1 - (shift * 0.5f), 0.0f).y, hdr.SampleLevel(smp, uv_1, 0.0f).z), float3(_199, _199, _199)) + (fringedGlow(uv_1) * grade_1_m0.a.x); } float3 aces(float3 x) { return clamp((x * ((x * 2.5099999904632568359375f) + float3(0.02999999932944774627685546875f, 0.02999999932944774627685546875f, 0.02999999932944774627685546875f))) / ((x * ((x * 2.4300000667572021484375f) + float3(0.589999973773956298828125f, 0.589999973773956298828125f, 0.589999973773956298828125f))) + float3(0.14000000059604644775390625f, 0.14000000059604644775390625f, 0.14000000059604644775390625f)), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)); } float3 toSrgb(float3 c) { float3 _243 = (pow(c, float3(0.4166666567325592041015625f, 0.4166666567325592041015625f, 0.4166666567325592041015625f)) * 1.05499994754791259765625f) - float3(0.054999999701976776123046875f, 0.054999999701976776123046875f, 0.054999999701976776123046875f); float3 _244 = c * 12.9200000762939453125f; bool3 _246 = bool3(c.x <= float3(0.003130800090730190277099609375f, 0.003130800090730190277099609375f, 0.003130800090730190277099609375f).x, c.y <= float3(0.003130800090730190277099609375f, 0.003130800090730190277099609375f, 0.003130800090730190277099609375f).y, c.z <= float3(0.003130800090730190277099609375f, 0.003130800090730190277099609375f, 0.003130800090730190277099609375f).z); return float3(_246.x ? _244.x : _243.x, _246.y ? _244.y : _243.y, _246.z ? _244.z : _243.z); } float hash(float2 p) { return frac(sin(dot(p, float2(12.98980045318603515625f, 78.233001708984375f))) * 43758.546875f); } void frag_main() { float ramp = 0.0f; float3 c = float3(0.0f, 0.0f, 0.0f); float3 o = float3(0.0f, 0.0f, 0.0f); VsOut _363 = { gl_FragCoord, uv }; uint _413_dummy_parameter; float2 _414 = float2(spvTextureSize(hdr, 0u, _413_dummy_parameter)); float _417 = _414.x / _414.y; float2 _426 = (_363.uv - grade_1_m0.c.xy) * float2(_417, 1.0f); float _427 = length(_426); float _431 = (_427 - grade_1_m0.c.z) / 0.039999999105930328369140625f; float _432 = max(_427, 9.9999997473787516355514526367188e-05f); float2 _447 = glitched(_363.uv + (((((_426 / float2(_432, _432)) * exp((-_431) * _431)) * grade_1_m0.c.w) * 0.02500000037252902984619140625f) / float2(_417, 1.0f)), grade_1_m0.d.x); float2 _448 = _447 - float2(0.5f, 0.5f); float2 _450 = _448 * float2(_417, 1.0f); float _455 = length(_450) / length(float2(_417, 1.0f) * 0.5f); ramp = lerp(0.20000000298023223876953125f * _455, 1.0f, clamp((_455 - grade_1_m0.b.y) / max(1.0f - grade_1_m0.b.y, 0.001000000047497451305389404296875f), 0.0f, 1.0f)); ramp = lerp(ramp, 1.0f + (3.0f * grade_1_m0.d.x), min(grade_1_m0.d.x * 3.0f, 1.0f)); float2 _477 = (_448 * grade_1_m0.b.x) * ramp; c = lens(_447, _477); if (grade_1_m0.d.x >= 0.00200000009499490261077880859375f) { float _485 = floor(grade_1_m0.b.z * 24.0f); float2 _496 = float2((grade_1_m0.d.x * 0.02999999932944774627685546875f) * (hash3(float3(_485, 8.0f, 0.0f)) + 0.5f), (grade_1_m0.d.x * 0.006000000052154064178466796875f) * (hash3(float3(_485, 10.0f, 0.0f)) - 0.5f)); c = float3(lens(_447 + _496, _477).x, c.y, lens(_447 - _496, _477).z); } c *= exp2(grade_1_m0.a.y); c *= lerp(1.0f, smoothstep(1.35000002384185791015625f, 0.20000000298023223876953125f, length(_450)), grade_1_m0.a.z); o = toSrgb(aces(c)); if (grade_1_m0.d.x >= 0.00200000009499490261077880859375f) { float _527 = floor(grade_1_m0.b.z * 24.0f); o *= (1.0f - ((grade_1_m0.d.x * 0.3499999940395355224609375f) * (0.5f + (0.5f * sin(_363.position.y * 1.89999997615814208984375f))))); float _541 = _527 * 17.0f; float2 _543 = _363.position.xy + float2(_541, _541); o += (((float3(hash(_543), hash(_543 + float2(31.700000762939453125f, 31.700000762939453125f)), hash(_543 + float2(63.09999847412109375f, 63.09999847412109375f))) - float3(0.5f, 0.5f, 0.5f)) * grade_1_m0.d.x) * 0.5f); if (hash3(float3(floor(_363.uv.y * lerp(20.0f, 90.0f, hash3(float3(_527, 11.0f, 0.0f)))), _527, 12.0f)) < (grade_1_m0.d.x * 0.180000007152557373046875f)) { float _570 = hash(_543 + float2(5.30000019073486328125f, 5.30000019073486328125f)); o = lerp(o, float3(_570, _570, _570) * float3(0.699999988079071044921875f, 0.85000002384185791015625f, 1.0f), float3(0.75f, 0.75f, 0.75f)); } if (hash3(float3(_527, 9.0f, 0.0f)) < (grade_1_m0.d.x * 0.300000011920928955078125f)) { o = float3(1.0f, 1.0f, 1.0f) - o; } } float _589 = frac(grade_1_m0.b.z * 7.13000011444091796875f) * 91.0f; float _604 = ((hash(_363.position.xy + float2(_589, _589)) - 0.5f) * grade_1_m0.a.w) + ((hash(_363.position.yx * 1.309999942779541015625f) - 0.5f) / 255.0f); o += float3(_604, _604, _604); _370 = float4(o, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._370 = _370; 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const SPARKS: u32 = 1400u; @group(0) @binding(0) var scene: Scene; @group(0) @binding(1) var contourMap: texture_2d; @group(0) @binding(2) var smp: sampler; fn backOut(x: f32) -> f32 { let u = (x - 1f); return ((1f + (((2.9f * u) * u) * u)) + ((1.9f * u) * u)); } fn shellRadius(level: f32) -> f32 { let _e6 = scene.shell.y; let height = clamp((0.5f + ((0.5f * level) / _e6)), 0f, 1f); let _e16 = scene.shell.z; let _e25 = backOut(clamp(((_e16 * 1.4f) - (height * 0.4f)), 0f, 1f)); let _e29 = scene.shell.x; return (1f + ((_e29 * height) * _e25)); } fn scanned(y: f32) -> f32 { let _e4 = scene.build.x; let _e8 = scene.build.x; return smoothstep(_e4, (_e8 + 0.03f), y); } fn toView(o_4: vec3) -> vec3 { let _e3 = scene.rotX; let _e8 = scene.rotY; let _e13 = scene.rotZ; return vec3(dot(_e3.xyz, o_4), dot(_e8.xyz, o_4), dot(_e13.xyz, o_4)); } fn toClip(px: vec2) -> vec4 { let _e5 = scene.view.x; let _e15 = scene.view.y; return vec4((((px.x / _e5) * 2f) - 1f), (1f - ((px.y / _e15) * 2f)), 0f, 1f); } fn mapUv(q: vec2) -> vec2 { let s = min(length(q), 1f); let p_1 = (q * ((asin(s) / 1.5707963f) / max(s, 0.000001f))); return ((vec2(p_1.x, -(p_1.y)) * 0.5f) + vec2(0.5f)); } fn line(d: f32, fv: f32, width: f32) -> vec2 { let px_1 = (abs(d) / fv); let core = clamp((((0.5f * width) + 0.5f) - px_1), 0f, 1f); let center = clamp((((0.2f * width) + 0.5f) - px_1), 0f, 1f); let halo = (exp(((-(px_1) * px_1) / ((8f * width) * width))) * 0.125f); return (vec2((core + halo), center) * min(1f, (0.6f / fv))); } fn slope(v: f32) -> f32 { let _e1 = dpdxFine(v); let _e2 = dpdyFine(v); return max(length(vec2(_e1, _e2)), 0.0001f); } fn lineColor(level_1: f32, d_1: f32, fv_1: f32, glow: f32, facing: f32) -> vec3 { let dpr = scene.view.w; let away = (1f - facing); let width_1 = ((1.1f * dpr) * (1f + ((1.1f * away) * away))); let dense = smoothstep(0.015f, 0.09f, (fv_1 / dpr)); let gain = (0.78f + (0.22f * sin(((level_1 * 0.9f) + 1f)))); let _e32 = line(d_1, fv_1, width_1); let _e42 = scene.look.x; let tube = ((((_e32 * mix(0.32f, 1f, dense)) * glow) * gain) * _e42); let i_2 = tube.x; let _e47 = scene.line; let _e52 = scene.hot; return ((_e47.xyz * i_2) + (_e52.xyz * ((max((i_2 - 0.9f), 0f) * 0.6f) + (tube.y * 0.22f)))); } fn pcg(v_1: u32) -> u32 { let s_1 = ((v_1 * 747796405u) + 2891336453u); let w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } fn rand(seed: u32) -> f32 { let _e1 = pcg(seed); return (f32((_e1 >> 8u)) / 16777216f); } @vertex fn vs_full(@builtin(vertex_index) i: u32) -> FullOut { var p: array, 3> = array, 3>(vec2(-1f, -1f), vec2(3f, -1f), vec2(-1f, 3f)); var o: FullOut; let _e15 = p[i]; o.position = vec4(_e15, 0f, 1f); let _e22 = p[i].x; let _e27 = p[i].y; o.uv = (vec2((_e22 + 1f), (1f - _e27)) * 0.5f); let _e33 = o; return _e33; } @fragment fn fs_backdrop(in: FullOut) -> @location(0) vec4 { var c: vec3; let _e4 = scene.view; let px_2 = (in.uv * _e4.xy); let _e9 = scene.center; let _e16 = scene.look.w; let r = (length((px_2 - _e9.xy)) / _e16); let _e20 = scene.view; let _e28 = scene.look.w; let corner = ((length(_e20.xy) * 0.5f) / _e28); let fall = clamp((r / corner), 0f, 1f); let _e36 = scene.deep; let _e40 = scene.deep; c = mix(_e36.xyz, (_e40.xyz * 0.25f), fall); let _e46 = c; let _e49 = scene.glow; let _e53 = scene.glow; c = (_e46 + (((_e49.xyz * _e53.xyz) * 0.07f) * exp((-(max((r - 1f), 0f)) * 4f)))); let _e68 = c; let _e72 = scene.look.z; c = (_e68 * _e72); let _e74 = c; let _e77 = scene.hot; let _e82 = scene.build.y; c = (_e74 + ((_e77.xyz * _e82) * ((exp(((-(r) * r) * 60f)) * 8f) + (exp((-(r) * 3f)) * 0.12f)))); let shock = scene.build.z; let _e108 = scene.look.w; let _e113 = scene.view.w; let ring = (((r - shock) * _e108) / (10f * _e113)); let wane = pow(clamp((1f - (shock / 3.5f)), 0f, 1f), 2f); let _e126 = c; let _e129 = scene.glow; c = (_e126 + ((_e129.xyz * exp((-(ring) * ring))) * select(0f, (wane * 1.4f), (shock > 0f)))); let _e143 = c; return vec4(_e143, 1f); } @vertex fn vs_sphere(@builtin(vertex_index) i_1: u32) -> SphereOut { var o_1: SphereOut; let corner_1 = (i_1 % 3u); let angle = ((f32(((i_1 / 3u) + select(0u, 1u, (corner_1 == 2u)))) * 6.2831855f) / 24f); let _e19 = scene.shell.x; let reach = (((1f + _e19) + 0.12f) / 0.9914449f); let q_1 = select((vec2(cos(angle), sin(angle)) * reach), vec2(0f), (corner_1 == 0u)); let _e39 = scene.center; let _e48 = scene.view.z; let _e51 = toClip((_e39.xy + (vec2(q_1.x, -(q_1.y)) * _e48))); o_1.position = _e51; o_1.q = q_1; let _e53 = o_1; return _e53; } @fragment fn fs_sphere(in_1: SphereOut) -> @location(0) vec4 { var c_1: vec3 = vec3(0f); var k: i32; var fill: vec3; var o_2: vec3; let q_2 = in_1.q; let r_1 = length(q_2); let rpx = scene.view.z; let _e10 = scene.look.y; let _e17 = scene.glow; let behind = (select(1f, _e10, (r_1 < 1f)) * _e17.xyz); let _e26 = scene.shell.y; let levels = i32(_e26); k = -(levels); loop { let _e30 = k; if (_e30 <= levels) { } else { break; } { let _e32 = k; let level_2 = f32(_e32); let _e34 = shellRadius(level_2); let qs = (q_2 / vec2(_e34)); let on = clamp(((((1f - length(qs)) * _e34) * rpx) + 0.5f), 0f, 1f); let _e49 = mapUv(qs); let contour = textureSampleLevel(contourMap, smp, _e49, 0f); let facing_1 = sqrt(max((1f - dot(qs, qs)), 0f)); let _e61 = slope(contour.x); let _e63 = lineColor(level_2, (contour.x - level_2), _e61, contour.z, facing_1); let _e67 = slope(contour.y); let _e69 = lineColor(level_2, (contour.y - level_2), _e67, contour.w, facing_1); let grazing = smoothstep(0.04f, 0.28f, facing_1); let _e73 = c_1; c_1 = (_e73 + (((_e63 + (_e69 * behind)) * on) * grazing)); } continuing { let _e80 = k; k = (_e80 + 1i); } } let _e86 = scene.build.x; let _e92 = scene.view.w; let fromFront = (((q_2.y - _e86) * rpx) / _e92); let _e94 = c_1; let _e96 = scanned(q_2.y); c_1 = (_e94 * (_e96 * (1f + (2f * exp(((-(fromFront) * fromFront) / 400f)))))); let inside = (1f - smoothstep(0.98f, 1f, r_1)); let _e113 = c_1; let _e116 = scene.hot; c_1 = (_e113 + (((_e116.xyz * exp(((-(fromFront) * fromFront) / 4f))) * inside) * 1.5f)); let z = sqrt(max((1f - (r_1 * r_1)), 0f)); let _e136 = mapUv(q_2); let base = textureSampleLevel(contourMap, smp, _e136, 0f); let _e141 = scene.deep; fill = (_e141.xyz * 0.4f); let _e146 = fill; let _e149 = scene.deep; let _e157 = scene.field.z; fill = (_e146 + ((_e149.xyz * 0.6f) * smoothstep(-0.25f, 0.35f, (base.x / _e157)))); let _e164 = fill; let _e167 = scene.glow; let _e171 = scene.glow; fill = (_e164 + (((_e167.xyz * _e171.xyz) * 0.5f) * pow((1f - z), 6f))); let cover = clamp((((1f - r_1) * rpx) + 0.5f), 0f, 1f); let edge = ((r_1 - 1f) * rpx); let _e198 = scene.view.w; let _e204 = scene.view.w; let rim = exp(((-(edge) * edge) / ((3.92f * _e198) * _e204))); let _e211 = scene.shell.x; let reach_1 = (_e211 + 0.12f); let halo_1 = (pow(clamp((1f - ((r_1 - 1f) / reach_1)), 0f, 1f), 3f) * (1f - cover)); let _e227 = fill; let _e229 = c_1; o_2 = ((_e227 * cover) + _e229); let _e232 = o_2; let _e235 = scene.glow; o_2 = (_e232 + ((_e235.xyz * rim) * 0.36f)); let _e241 = o_2; let _e244 = scene.glow; let _e248 = scene.glow; o_2 = (_e241 + (((_e244.xyz * _e248.xyz) * 0.25f) * halo_1)); let _e255 = o_2; return vec4(_e255, (cover * 0.96f)); } @vertex fn vs_dust(@builtin(vertex_index) vi: u32) -> DustOut { var corners: array, 6> = array, 6>(vec2(0f, -1f), vec2(1f, -1f), vec2(0f, 1f), vec2(0f, 1f), vec2(1f, -1f), vec2(1f, 1f)); var radius: f32; var bright: f32 = 0f; var travel: f32 = 0f; var local: bool; var head: vec2; var dir: vec2; var len: f32; var o_3: DustOut; let id = (vi / 6u); let corner_2 = corners[(vi % 6u)]; let seed_1 = (id * 8u); let _e29 = rand(seed_1); let zr = ((_e29 * 2f) - 1f); let _e36 = rand((seed_1 + 1u)); let a = (_e36 * 6.2831855f); let s_2 = sqrt(max((1f - (zr * zr)), 0f)); let _e50 = toView(vec3((s_2 * cos(a)), (s_2 * sin(a)), zr)); let t = scene.center.w; let dpr_1 = scene.view.w; let _e62 = mapUv(_e50.xy); let contour_1 = textureSampleLevel(contourMap, smp, _e62, 0f); let value = select(contour_1.y, contour_1.x, (_e50.z >= 0f)); let _e72 = shellRadius(round(value)); radius = _e72; let burst = scene.build.w; if (id < SPARKS) { let d_2 = abs((fract((value + 0.5f)) - 0.5f)); let _e92 = rand((seed_1 + 2u)); let rate = mix(0.2f, 0.9f, _e92); let _e99 = rand((seed_1 + 3u)); let phase = fract(((t * rate) + _e99)); let twinkle = (0.35f + (0.65f * pow(max(sin((phase * 3.14159f)), 0f), 6f))); let _e121 = rand((seed_1 + 4u)); bright = ((exp(((-(d_2) * d_2) * 60f)) * twinkle) * mix(0.5f, 2.2f, _e121)); } else { let _e128 = rand((seed_1 + 2u)); let life = mix(1.4f, 4f, _e128); let _e135 = rand((seed_1 + 3u)); let age = fract(((t / life) + _e135)); let _e140 = rand((seed_1 + 4u)); let reach_2 = (mix(0.01f, 0.42f, pow(_e140, 4f)) * (1f + (3f * burst))); let _e151 = radius; radius = (_e151 + (reach_2 * pow(age, 0.7f))); let _e160 = scene.view.z; travel = ((reach_2 / life) * _e160); let _e173 = rand((seed_1 + 5u)); bright = ((((smoothstep(0f, 0.06f, age) * (1f - age)) * (1f - age)) * mix(0.35f, 1.8f, _e173)) * (1f + (2f * burst))); } let _e183 = radius; let p_2 = (_e50 * _e183); let _e185 = bright; let _e187 = scanned(p_2.y); let _e191 = scene.look.z; bright = (_e185 * (_e187 * _e191)); if (p_2.z < 0f) { local = (length(p_2.xy) < 1f); } else { local = false; } let _e204 = local; if _e204 { let _e205 = bright; bright = (_e205 * 0.12f); } let _e210 = scene.center; let _e219 = scene.view.z; head = (_e210.xy + (vec2(p_2.x, -(p_2.y)) * _e219)); let rl = length(p_2.xy); dir = select(vec2(1f, 0f), (vec2(p_2.x, -(p_2.y)) / vec2(rl)), (rl > 0.0001f)); let _e238 = travel; len = min(((((_e238 * rl) * 0.06f) * dpr_1) + (0.8f * dpr_1)), (8f * dpr_1)); let charge = scene.shell.w; if (charge > 0f) { let outward = vec2(cos(a), sin(a)); let _e261 = rand((seed_1 + 7u)); let _e268 = scene.look.w; let far = (mix(1.2f, 4.5f, _e261) * _e268); let _e272 = scene.center; head = (_e272.xy + ((outward * far) * (1f - charge))); dir = -(outward); len = min((((far * charge) * 0.08f) + (1f * dpr_1)), (60f * dpr_1)); let _e294 = rand((seed_1 + 5u)); bright = select(0f, ((smoothstep(0f, 0.25f, charge) * mix(0.5f, 2f, _e294)) * (1f + (2f * charge))), (id >= SPARKS)); } let _e309 = dir.y; let _e312 = dir.x; let side = vec2(-(_e309), _e312); let width_2 = (0.8f * dpr_1); let _e317 = len; let _e322 = len; let alongPx = (((corner_2.x * (_e317 + (width_2 * 2f))) - _e322) - width_2); let acrossPx = ((corner_2.y * width_2) * 2f); let _e331 = head; let _e332 = dir; let _e337 = toClip(((_e331 + (_e332 * alongPx)) + (side * acrossPx))); o_3.position = _e337; o_3.local = vec2(alongPx, acrossPx); let _e343 = scene.glow; let _e347 = scene.hot; let _e351 = rand((seed_1 + 6u)); let _e353 = bright; o_3.color = (mix(_e343.xyz, _e347.xyz, _e351) * _e353); let _e356 = len; o_3.shape = vec2(_e356, width_2); let _e358 = o_3; return _e358; } @fragment fn fs_dust(in_2: DustOut) -> @location(0) vec4 { let len_1 = in_2.shape.x; let w_1 = in_2.shape.y; let behind_1 = clamp(-(in_2.local.x), 0f, len_1); let d_3 = vec2((in_2.local.x + behind_1), in_2.local.y); let core_1 = exp((-(dot(d_3, d_3)) / (w_1 * w_1))); let tail = (1f - ((behind_1 / max(len_1, 0.001f)) * 0.85f)); return vec4(((in_2.color * core_1) * tail), 0f); }  ÐgKƒ¶y÷Tvs_fullmainÎ#version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; vec4 look; vec4 shell; vec4 line; vec4 hot; vec4 glow; vec4 deep; vec4 build; }; struct FullOut { vec4 position; vec2 uv; }; struct SphereOut { vec4 position; vec2 q; }; struct DustOut { vec4 position; vec2 local; vec3 color; vec2 shape; }; const uint DISK_SEGMENTS = 24u; const uint SPARKS = 1400u; smooth out vec2 _vs2fs_location0; float backOut(float x) { float u = (x - 1.0); return ((1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u)); } vec2 mapUv(vec2 q) { float s = min(length(q), 1.0); vec2 p_1 = (q * ((asin(s) / 1.5707963) / max(s, 1e-6))); return ((vec2(p_1.x, -(p_1.y)) * 0.5) + vec2(0.5)); } vec2 line(float d, float fv, float width) { float px_1 = (abs(d) / fv); float core = clamp((((0.5 * width) + 0.5) - px_1), 0.0, 1.0); float center = clamp((((0.2 * width) + 0.5) - px_1), 0.0, 1.0); float halo = (exp(((-(px_1) * px_1) / ((8.0 * width) * width))) * 0.125); return (vec2((core + halo), center) * min(1.0, (0.6 / fv))); } uint pcg(uint v_1) { uint s_1 = ((v_1 * 747796405u) + 2891336453u); uint w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } float rand(uint seed) { uint _e1 = pcg(seed); return (float((_e1 >> 8u)) / 16777216.0); } void main() { uint i = uint(gl_VertexID); vec2 p[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0)); FullOut o = FullOut(vec4(0.0), vec2(0.0)); vec2 _e15 = p[i]; o.position = vec4(_e15, 0.0, 1.0); float _e22 = p[i].x; float _e27 = p[i].y; o.uv = (vec2((_e22 + 1.0), (1.0 - _e27)) * 0.5); FullOut _e33 = o; gl_Position = _e33.position; _vs2fs_location0 = _e33.uv; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; }  fs_backdropmainY#version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; vec4 look; vec4 shell; vec4 line; vec4 hot; vec4 glow; vec4 deep; vec4 build; }; struct FullOut { vec4 position; vec2 uv; }; struct SphereOut { vec4 position; vec2 q; }; struct DustOut { vec4 position; vec2 local; vec3 color; vec2 shape; }; const uint DISK_SEGMENTS = 24u; const uint SPARKS = 1400u; layout(std140) uniform Scene_block_0Fragment { Scene _group_0_binding_0_fs; }; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float backOut(float x) { float u = (x - 1.0); return ((1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u)); } float shellRadius(float level) { float _e6 = _group_0_binding_0_fs.shell.y; float height = clamp((0.5 + ((0.5 * level) / _e6)), 0.0, 1.0); float _e16 = _group_0_binding_0_fs.shell.z; float _e25 = backOut(clamp(((_e16 * 1.4) - (height * 0.4)), 0.0, 1.0)); float _e29 = _group_0_binding_0_fs.shell.x; return (1.0 + ((_e29 * height) * _e25)); } float scanned(float y) { float _e4 = _group_0_binding_0_fs.build.x; float _e8 = _group_0_binding_0_fs.build.x; return smoothstep(_e4, (_e8 + 0.03), y); } vec3 toView(vec3 o_4) { vec4 _e3 = _group_0_binding_0_fs.rotX; vec4 _e8 = _group_0_binding_0_fs.rotY; vec4 _e13 = _group_0_binding_0_fs.rotZ; return vec3(dot(_e3.xyz, o_4), dot(_e8.xyz, o_4), dot(_e13.xyz, o_4)); } vec4 toClip(vec2 px) { float _e5 = _group_0_binding_0_fs.view.x; float _e15 = _group_0_binding_0_fs.view.y; return vec4((((px.x / _e5) * 2.0) - 1.0), (1.0 - ((px.y / _e15) * 2.0)), 0.0, 1.0); } vec2 mapUv(vec2 q) { float s = min(length(q), 1.0); vec2 p_1 = (q * ((asin(s) / 1.5707963) / max(s, 1e-6))); return ((vec2(p_1.x, -(p_1.y)) * 0.5) + vec2(0.5)); } vec2 line(float d, float fv, float width) { float px_1 = (abs(d) / fv); float core = clamp((((0.5 * width) + 0.5) - px_1), 0.0, 1.0); float center = clamp((((0.2 * width) + 0.5) - px_1), 0.0, 1.0); float halo = (exp(((-(px_1) * px_1) / ((8.0 * width) * width))) * 0.125); return (vec2((core + halo), center) * min(1.0, (0.6 / fv))); } vec3 lineColor(float level_1, float d_1, float fv_1, float glow, float facing) { float dpr = _group_0_binding_0_fs.view.w; float away = (1.0 - facing); float width_1 = ((1.1 * dpr) * (1.0 + ((1.1 * away) * away))); float dense = smoothstep(0.015, 0.09, (fv_1 / dpr)); float gain = (0.78 + (0.22 * sin(((level_1 * 0.9) + 1.0)))); vec2 _e32 = line(d_1, fv_1, width_1); float _e42 = _group_0_binding_0_fs.look.x; vec2 tube = ((((_e32 * mix(0.32, 1.0, dense)) * glow) * gain) * _e42); float i_2 = tube.x; vec4 _e47 = _group_0_binding_0_fs.line; vec4 _e52 = _group_0_binding_0_fs.hot; return ((_e47.xyz * i_2) + (_e52.xyz * ((max((i_2 - 0.9), 0.0) * 0.6) + (tube.y * 0.22)))); } uint pcg(uint v_1) { uint s_1 = ((v_1 * 747796405u) + 2891336453u); uint w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } float rand(uint seed) { uint _e1 = pcg(seed); return (float((_e1 >> 8u)) / 16777216.0); } void main() { FullOut in_ = FullOut(gl_FragCoord, _vs2fs_location0); vec3 c = vec3(0.0); vec4 _e4 = _group_0_binding_0_fs.view; vec2 px_2 = (in_.uv * _e4.xy); vec4 _e9 = _group_0_binding_0_fs.center; float _e16 = _group_0_binding_0_fs.look.w; float r = (length((px_2 - _e9.xy)) / _e16); vec4 _e20 = _group_0_binding_0_fs.view; float _e28 = _group_0_binding_0_fs.look.w; float corner = ((length(_e20.xy) * 0.5) / _e28); float fall = clamp((r / corner), 0.0, 1.0); vec4 _e36 = _group_0_binding_0_fs.deep; vec4 _e40 = _group_0_binding_0_fs.deep; c = mix(_e36.xyz, (_e40.xyz * 0.25), fall); vec3 _e46 = c; vec4 _e49 = _group_0_binding_0_fs.glow; vec4 _e53 = _group_0_binding_0_fs.glow; c = (_e46 + (((_e49.xyz * _e53.xyz) * 0.07) * exp((-(max((r - 1.0), 0.0)) * 4.0)))); vec3 _e68 = c; float _e72 = _group_0_binding_0_fs.look.z; c = (_e68 * _e72); vec3 _e74 = c; vec4 _e77 = _group_0_binding_0_fs.hot; float _e82 = _group_0_binding_0_fs.build.y; c = (_e74 + ((_e77.xyz * _e82) * ((exp(((-(r) * r) * 60.0)) * 8.0) + (exp((-(r) * 3.0)) * 0.12)))); float shock = _group_0_binding_0_fs.build.z; float _e108 = _group_0_binding_0_fs.look.w; float _e113 = _group_0_binding_0_fs.view.w; float ring = (((r - shock) * _e108) / (10.0 * _e113)); float wane = pow(clamp((1.0 - (shock / 3.5)), 0.0, 1.0), 2.0); vec3 _e126 = c; vec4 _e129 = _group_0_binding_0_fs.glow; c = (_e126 + ((_e129.xyz * exp((-(ring) * ring))) * ((shock > 0.0) ? (wane * 1.4) : 0.0))); vec3 _e143 = c; _fs2p_location0 = vec4(_e143, 1.0); return; } vs_spheremain×#version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; vec4 look; vec4 shell; vec4 line; vec4 hot; vec4 glow; vec4 deep; vec4 build; }; struct FullOut { vec4 position; vec2 uv; }; struct SphereOut { vec4 position; vec2 q; }; struct DustOut { vec4 position; vec2 local; vec3 color; vec2 shape; }; const uint DISK_SEGMENTS = 24u; const uint SPARKS = 1400u; layout(std140) uniform Scene_block_0Vertex { Scene _group_0_binding_0_vs; }; smooth out vec2 _vs2fs_location0; float backOut(float x) { float u = (x - 1.0); return ((1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u)); } float shellRadius(float level) { float _e6 = _group_0_binding_0_vs.shell.y; float height = clamp((0.5 + ((0.5 * level) / _e6)), 0.0, 1.0); float _e16 = _group_0_binding_0_vs.shell.z; float _e25 = backOut(clamp(((_e16 * 1.4) - (height * 0.4)), 0.0, 1.0)); float _e29 = _group_0_binding_0_vs.shell.x; return (1.0 + ((_e29 * height) * _e25)); } float scanned(float y) { float _e4 = _group_0_binding_0_vs.build.x; float _e8 = _group_0_binding_0_vs.build.x; return smoothstep(_e4, (_e8 + 0.03), y); } vec3 toView(vec3 o_4) { vec4 _e3 = _group_0_binding_0_vs.rotX; vec4 _e8 = _group_0_binding_0_vs.rotY; vec4 _e13 = _group_0_binding_0_vs.rotZ; return vec3(dot(_e3.xyz, o_4), dot(_e8.xyz, o_4), dot(_e13.xyz, o_4)); } vec4 toClip(vec2 px) { float _e5 = _group_0_binding_0_vs.view.x; float _e15 = _group_0_binding_0_vs.view.y; return vec4((((px.x / _e5) * 2.0) - 1.0), (1.0 - ((px.y / _e15) * 2.0)), 0.0, 1.0); } vec2 mapUv(vec2 q) { float s = min(length(q), 1.0); vec2 p_1 = (q * ((asin(s) / 1.5707963) / max(s, 1e-6))); return ((vec2(p_1.x, -(p_1.y)) * 0.5) + vec2(0.5)); } vec2 line(float d, float fv, float width) { float px_1 = (abs(d) / fv); float core = clamp((((0.5 * width) + 0.5) - px_1), 0.0, 1.0); float center = clamp((((0.2 * width) + 0.5) - px_1), 0.0, 1.0); float halo = (exp(((-(px_1) * px_1) / ((8.0 * width) * width))) * 0.125); return (vec2((core + halo), center) * min(1.0, (0.6 / fv))); } vec3 lineColor(float level_1, float d_1, float fv_1, float glow, float facing) { float dpr = _group_0_binding_0_vs.view.w; float away = (1.0 - facing); float width_1 = ((1.1 * dpr) * (1.0 + ((1.1 * away) * away))); float dense = smoothstep(0.015, 0.09, (fv_1 / dpr)); float gain = (0.78 + (0.22 * sin(((level_1 * 0.9) + 1.0)))); vec2 _e32 = line(d_1, fv_1, width_1); float _e42 = _group_0_binding_0_vs.look.x; vec2 tube = ((((_e32 * mix(0.32, 1.0, dense)) * glow) * gain) * _e42); float i_2 = tube.x; vec4 _e47 = _group_0_binding_0_vs.line; vec4 _e52 = _group_0_binding_0_vs.hot; return ((_e47.xyz * i_2) + (_e52.xyz * ((max((i_2 - 0.9), 0.0) * 0.6) + (tube.y * 0.22)))); } uint pcg(uint v_1) { uint s_1 = ((v_1 * 747796405u) + 2891336453u); uint w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } float rand(uint seed) { uint _e1 = pcg(seed); return (float((_e1 >> 8u)) / 16777216.0); } void main() { uint i_1 = uint(gl_VertexID); SphereOut o_1 = SphereOut(vec4(0.0), vec2(0.0)); uint corner = (i_1 % 3u); float angle = ((float(((i_1 / 3u) + ((corner == 2u) ? 1u : 0u))) * 6.2831855) / 24.0); float _e19 = _group_0_binding_0_vs.shell.x; float reach = (((1.0 + _e19) + 0.12) / 0.9914449); vec2 q_1 = ((corner == 0u) ? vec2(0.0) : (vec2(cos(angle), sin(angle)) * reach)); vec4 _e39 = _group_0_binding_0_vs.center; float _e48 = _group_0_binding_0_vs.view.z; vec4 _e51 = toClip((_e39.xy + (vec2(q_1.x, -(q_1.y)) * _e48))); o_1.position = _e51; o_1.q = q_1; SphereOut _e53 = o_1; gl_Position = _e53.position; _vs2fs_location0 = _e53.q; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; }  fs_spheremainï#version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; vec4 look; vec4 shell; vec4 line; vec4 hot; vec4 glow; vec4 deep; vec4 build; }; struct FullOut { vec4 position; vec2 uv; }; struct SphereOut { vec4 position; vec2 q; }; struct DustOut { vec4 position; vec2 local; vec3 color; vec2 shape; }; const uint DISK_SEGMENTS = 24u; const uint SPARKS = 1400u; layout(std140) uniform Scene_block_0Fragment { Scene _group_0_binding_0_fs; }; uniform highp sampler2D _group_0_binding_1_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; float backOut(float x) { float u = (x - 1.0); return ((1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u)); } float shellRadius(float level) { float _e6 = _group_0_binding_0_fs.shell.y; float height = clamp((0.5 + ((0.5 * level) / _e6)), 0.0, 1.0); float _e16 = _group_0_binding_0_fs.shell.z; float _e25 = backOut(clamp(((_e16 * 1.4) - (height * 0.4)), 0.0, 1.0)); float _e29 = _group_0_binding_0_fs.shell.x; return (1.0 + ((_e29 * height) * _e25)); } float scanned(float y) { float _e4 = _group_0_binding_0_fs.build.x; float _e8 = _group_0_binding_0_fs.build.x; return smoothstep(_e4, (_e8 + 0.03), y); } vec3 toView(vec3 o_4) { vec4 _e3 = _group_0_binding_0_fs.rotX; vec4 _e8 = _group_0_binding_0_fs.rotY; vec4 _e13 = _group_0_binding_0_fs.rotZ; return vec3(dot(_e3.xyz, o_4), dot(_e8.xyz, o_4), dot(_e13.xyz, o_4)); } vec4 toClip(vec2 px) { float _e5 = _group_0_binding_0_fs.view.x; float _e15 = _group_0_binding_0_fs.view.y; return vec4((((px.x / _e5) * 2.0) - 1.0), (1.0 - ((px.y / _e15) * 2.0)), 0.0, 1.0); } vec2 mapUv(vec2 q) { float s = min(length(q), 1.0); vec2 p_1 = (q * ((asin(s) / 1.5707963) / max(s, 1e-6))); return ((vec2(p_1.x, -(p_1.y)) * 0.5) + vec2(0.5)); } vec2 line(float d, float fv, float width) { float px_1 = (abs(d) / fv); float core = clamp((((0.5 * width) + 0.5) - px_1), 0.0, 1.0); float center = clamp((((0.2 * width) + 0.5) - px_1), 0.0, 1.0); float halo = (exp(((-(px_1) * px_1) / ((8.0 * width) * width))) * 0.125); return (vec2((core + halo), center) * min(1.0, (0.6 / fv))); } float slope(float v) { float _e1 = dFdx(v); float _e2 = dFdy(v); return max(length(vec2(_e1, _e2)), 0.0001); } vec3 lineColor(float level_1, float d_1, float fv_1, float glow, float facing) { float dpr = _group_0_binding_0_fs.view.w; float away = (1.0 - facing); float width_1 = ((1.1 * dpr) * (1.0 + ((1.1 * away) * away))); float dense = smoothstep(0.015, 0.09, (fv_1 / dpr)); float gain = (0.78 + (0.22 * sin(((level_1 * 0.9) + 1.0)))); vec2 _e32 = line(d_1, fv_1, width_1); float _e42 = _group_0_binding_0_fs.look.x; vec2 tube = ((((_e32 * mix(0.32, 1.0, dense)) * glow) * gain) * _e42); float i_2 = tube.x; vec4 _e47 = _group_0_binding_0_fs.line; vec4 _e52 = _group_0_binding_0_fs.hot; return ((_e47.xyz * i_2) + (_e52.xyz * ((max((i_2 - 0.9), 0.0) * 0.6) + (tube.y * 0.22)))); } uint pcg(uint v_1) { uint s_1 = ((v_1 * 747796405u) + 2891336453u); uint w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } float rand(uint seed) { uint _e1 = pcg(seed); return (float((_e1 >> 8u)) / 16777216.0); } void main() { SphereOut in_1 = SphereOut(gl_FragCoord, _vs2fs_location0); vec3 c_1 = vec3(0.0); int k = 0; vec3 fill = vec3(0.0); vec3 o_2 = vec3(0.0); vec2 q_1 = in_1.q; float r = length(q_1); float rpx = _group_0_binding_0_fs.view.z; float _e10 = _group_0_binding_0_fs.look.y; vec4 _e17 = _group_0_binding_0_fs.glow; vec3 behind = (((r < 1.0) ? _e10 : 1.0) * _e17.xyz); float _e26 = _group_0_binding_0_fs.shell.y; int levels = int(_e26); k = -(levels); bool loop_init = true; while(true) { if (!loop_init) { int _e80 = k; k = (_e80 + 1); } loop_init = false; int _e30 = k; if ((_e30 <= levels)) { } else { break; } { int _e32 = k; float level_2 = float(_e32); float _e34 = shellRadius(level_2); vec2 qs = (q_1 / vec2(_e34)); float on = clamp(((((1.0 - length(qs)) * _e34) * rpx) + 0.5), 0.0, 1.0); vec2 _e49 = mapUv(qs); vec4 contour = textureLod(_group_0_binding_1_fs, vec2(_e49), 0.0); float facing_1 = sqrt(max((1.0 - dot(qs, qs)), 0.0)); float _e61 = slope(contour.x); vec3 _e63 = lineColor(level_2, (contour.x - level_2), _e61, contour.z, facing_1); float _e67 = slope(contour.y); vec3 _e69 = lineColor(level_2, (contour.y - level_2), _e67, contour.w, facing_1); float grazing = smoothstep(0.04, 0.28, facing_1); vec3 _e73 = c_1; c_1 = (_e73 + (((_e63 + (_e69 * behind)) * on) * grazing)); } } float _e86 = _group_0_binding_0_fs.build.x; float _e92 = _group_0_binding_0_fs.view.w; float fromFront = (((q_1.y - _e86) * rpx) / _e92); vec3 _e94 = c_1; float _e96 = scanned(q_1.y); c_1 = (_e94 * (_e96 * (1.0 + (2.0 * exp(((-(fromFront) * fromFront) / 400.0)))))); float inside = (1.0 - smoothstep(0.98, 1.0, r)); vec3 _e113 = c_1; vec4 _e116 = _group_0_binding_0_fs.hot; c_1 = (_e113 + (((_e116.xyz * exp(((-(fromFront) * fromFront) / 4.0))) * inside) * 1.5)); float z = sqrt(max((1.0 - (r * r)), 0.0)); vec2 _e136 = mapUv(q_1); vec4 base = textureLod(_group_0_binding_1_fs, vec2(_e136), 0.0); vec4 _e141 = _group_0_binding_0_fs.deep; fill = (_e141.xyz * 0.4); vec3 _e146 = fill; vec4 _e149 = _group_0_binding_0_fs.deep; float _e157 = _group_0_binding_0_fs.field.z; fill = (_e146 + ((_e149.xyz * 0.6) * smoothstep(-0.25, 0.35, (base.x / _e157)))); vec3 _e164 = fill; vec4 _e167 = _group_0_binding_0_fs.glow; vec4 _e171 = _group_0_binding_0_fs.glow; fill = (_e164 + (((_e167.xyz * _e171.xyz) * 0.5) * pow((1.0 - z), 6.0))); float cover = clamp((((1.0 - r) * rpx) + 0.5), 0.0, 1.0); float edge = ((r - 1.0) * rpx); float _e198 = _group_0_binding_0_fs.view.w; float _e204 = _group_0_binding_0_fs.view.w; float rim = exp(((-(edge) * edge) / ((3.92 * _e198) * _e204))); float _e211 = _group_0_binding_0_fs.shell.x; float reach = (_e211 + 0.12); float halo_1 = (pow(clamp((1.0 - ((r - 1.0) / reach)), 0.0, 1.0), 3.0) * (1.0 - cover)); vec3 _e227 = fill; vec3 _e229 = c_1; o_2 = ((_e227 * cover) + _e229); vec3 _e232 = o_2; vec4 _e235 = _group_0_binding_0_fs.glow; o_2 = (_e232 + ((_e235.xyz * rim) * 0.36)); vec3 _e241 = o_2; vec4 _e244 = _group_0_binding_0_fs.glow; vec4 _e248 = _group_0_binding_0_fs.glow; o_2 = (_e241 + (((_e244.xyz * _e248.xyz) * 0.25) * halo_1)); vec3 _e255 = o_2; _fs2p_location0 = vec4(_e255, (cover * 0.96)); return; } vs_dustmainÇ#version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; vec4 look; vec4 shell; vec4 line; vec4 hot; vec4 glow; vec4 deep; vec4 build; }; struct FullOut { vec4 position; vec2 uv; }; struct SphereOut { vec4 position; vec2 q; }; struct DustOut { vec4 position; vec2 local; vec3 color; vec2 shape; }; const uint DISK_SEGMENTS = 24u; const uint SPARKS = 1400u; layout(std140) uniform Scene_block_0Vertex { Scene _group_0_binding_0_vs; }; uniform highp sampler2D _group_0_binding_1_vs; smooth out vec2 _vs2fs_location0; smooth out vec3 _vs2fs_location1; smooth out vec2 _vs2fs_location2; float backOut(float x) { float u = (x - 1.0); return ((1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u)); } float shellRadius(float level) { float _e6 = _group_0_binding_0_vs.shell.y; float height = clamp((0.5 + ((0.5 * level) / _e6)), 0.0, 1.0); float _e16 = _group_0_binding_0_vs.shell.z; float _e25 = backOut(clamp(((_e16 * 1.4) - (height * 0.4)), 0.0, 1.0)); float _e29 = _group_0_binding_0_vs.shell.x; return (1.0 + ((_e29 * height) * _e25)); } float scanned(float y) { float _e4 = _group_0_binding_0_vs.build.x; float _e8 = _group_0_binding_0_vs.build.x; return smoothstep(_e4, (_e8 + 0.03), y); } vec3 toView(vec3 o_4) { vec4 _e3 = _group_0_binding_0_vs.rotX; vec4 _e8 = _group_0_binding_0_vs.rotY; vec4 _e13 = _group_0_binding_0_vs.rotZ; return vec3(dot(_e3.xyz, o_4), dot(_e8.xyz, o_4), dot(_e13.xyz, o_4)); } vec4 toClip(vec2 px) { float _e5 = _group_0_binding_0_vs.view.x; float _e15 = _group_0_binding_0_vs.view.y; return vec4((((px.x / _e5) * 2.0) - 1.0), (1.0 - ((px.y / _e15) * 2.0)), 0.0, 1.0); } vec2 mapUv(vec2 q) { float s = min(length(q), 1.0); vec2 p_1 = (q * ((asin(s) / 1.5707963) / max(s, 1e-6))); return ((vec2(p_1.x, -(p_1.y)) * 0.5) + vec2(0.5)); } vec2 line(float d, float fv, float width) { float px_1 = (abs(d) / fv); float core = clamp((((0.5 * width) + 0.5) - px_1), 0.0, 1.0); float center = clamp((((0.2 * width) + 0.5) - px_1), 0.0, 1.0); float halo = (exp(((-(px_1) * px_1) / ((8.0 * width) * width))) * 0.125); return (vec2((core + halo), center) * min(1.0, (0.6 / fv))); } vec3 lineColor(float level_1, float d_1, float fv_1, float glow, float facing) { float dpr = _group_0_binding_0_vs.view.w; float away = (1.0 - facing); float width_1 = ((1.1 * dpr) * (1.0 + ((1.1 * away) * away))); float dense = smoothstep(0.015, 0.09, (fv_1 / dpr)); float gain = (0.78 + (0.22 * sin(((level_1 * 0.9) + 1.0)))); vec2 _e32 = line(d_1, fv_1, width_1); float _e42 = _group_0_binding_0_vs.look.x; vec2 tube = ((((_e32 * mix(0.32, 1.0, dense)) * glow) * gain) * _e42); float i_2 = tube.x; vec4 _e47 = _group_0_binding_0_vs.line; vec4 _e52 = _group_0_binding_0_vs.hot; return ((_e47.xyz * i_2) + (_e52.xyz * ((max((i_2 - 0.9), 0.0) * 0.6) + (tube.y * 0.22)))); } uint pcg(uint v_1) { uint s_1 = ((v_1 * 747796405u) + 2891336453u); uint w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } float rand(uint seed) { uint _e1 = pcg(seed); return (float((_e1 >> 8u)) / 16777216.0); } void main() { uint vi = uint(gl_VertexID); vec2 corners[6] = vec2[6](vec2(0.0, -1.0), vec2(1.0, -1.0), vec2(0.0, 1.0), vec2(0.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0)); float radius = 0.0; float bright = 0.0; float travel = 0.0; bool local = false; vec2 head = vec2(0.0); vec2 dir = vec2(0.0); float len = 0.0; DustOut o_3 = DustOut(vec4(0.0), vec2(0.0), vec3(0.0), vec2(0.0)); uint id = (vi / 6u); vec2 corner = corners[(vi % 6u)]; uint seed_1 = (id * 8u); float _e29 = rand(seed_1); float zr = ((_e29 * 2.0) - 1.0); float _e36 = rand((seed_1 + 1u)); float a = (_e36 * 6.2831855); float s_2 = sqrt(max((1.0 - (zr * zr)), 0.0)); vec3 _e50 = toView(vec3((s_2 * cos(a)), (s_2 * sin(a)), zr)); float t = _group_0_binding_0_vs.center.w; float dpr_1 = _group_0_binding_0_vs.view.w; vec2 _e62 = mapUv(_e50.xy); vec4 contour = textureLod(_group_0_binding_1_vs, vec2(_e62), 0.0); float value = ((_e50.z >= 0.0) ? contour.x : contour.y); float _e72 = shellRadius(roundEven(value)); radius = _e72; float burst = _group_0_binding_0_vs.build.w; if ((id < SPARKS)) { float d_2 = abs((fract((value + 0.5)) - 0.5)); float _e92 = rand((seed_1 + 2u)); float rate = mix(0.2, 0.9, _e92); float _e99 = rand((seed_1 + 3u)); float phase = fract(((t * rate) + _e99)); float twinkle = (0.35 + (0.65 * pow(max(sin((phase * 3.14159)), 0.0), 6.0))); float _e121 = rand((seed_1 + 4u)); bright = ((exp(((-(d_2) * d_2) * 60.0)) * twinkle) * mix(0.5, 2.2, _e121)); } else { float _e128 = rand((seed_1 + 2u)); float life = mix(1.4, 4.0, _e128); float _e135 = rand((seed_1 + 3u)); float age = fract(((t / life) + _e135)); float _e140 = rand((seed_1 + 4u)); float reach = (mix(0.01, 0.42, pow(_e140, 4.0)) * (1.0 + (3.0 * burst))); float _e151 = radius; radius = (_e151 + (reach * pow(age, 0.7))); float _e160 = _group_0_binding_0_vs.view.z; travel = ((reach / life) * _e160); float _e173 = rand((seed_1 + 5u)); bright = ((((smoothstep(0.0, 0.06, age) * (1.0 - age)) * (1.0 - age)) * mix(0.35, 1.8, _e173)) * (1.0 + (2.0 * burst))); } float _e183 = radius; vec3 p_2 = (_e50 * _e183); float _e185 = bright; float _e187 = scanned(p_2.y); float _e191 = _group_0_binding_0_vs.look.z; bright = (_e185 * (_e187 * _e191)); if ((p_2.z < 0.0)) { local = (length(p_2.xy) < 1.0); } else { local = false; } bool _e204 = local; if (_e204) { float _e205 = bright; bright = (_e205 * 0.12); } vec4 _e210 = _group_0_binding_0_vs.center; float _e219 = _group_0_binding_0_vs.view.z; head = (_e210.xy + (vec2(p_2.x, -(p_2.y)) * _e219)); float rl = length(p_2.xy); dir = ((rl > 0.0001) ? (vec2(p_2.x, -(p_2.y)) / vec2(rl)) : vec2(1.0, 0.0)); float _e238 = travel; len = min(((((_e238 * rl) * 0.06) * dpr_1) + (0.8 * dpr_1)), (8.0 * dpr_1)); float charge = _group_0_binding_0_vs.shell.w; if ((charge > 0.0)) { vec2 outward = vec2(cos(a), sin(a)); float _e261 = rand((seed_1 + 7u)); float _e268 = _group_0_binding_0_vs.look.w; float far = (mix(1.2, 4.5, _e261) * _e268); vec4 _e272 = _group_0_binding_0_vs.center; head = (_e272.xy + ((outward * far) * (1.0 - charge))); dir = -(outward); len = min((((far * charge) * 0.08) + (1.0 * dpr_1)), (60.0 * dpr_1)); float _e294 = rand((seed_1 + 5u)); bright = ((id >= SPARKS) ? ((smoothstep(0.0, 0.25, charge) * mix(0.5, 2.0, _e294)) * (1.0 + (2.0 * charge))) : 0.0); } float _e309 = dir.y; float _e312 = dir.x; vec2 side = vec2(-(_e309), _e312); float width_2 = (0.8 * dpr_1); float _e317 = len; float _e322 = len; float alongPx = (((corner.x * (_e317 + (width_2 * 2.0))) - _e322) - width_2); float acrossPx = ((corner.y * width_2) * 2.0); vec2 _e331 = head; vec2 _e332 = dir; vec4 _e337 = toClip(((_e331 + (_e332 * alongPx)) + (side * acrossPx))); o_3.position = _e337; o_3.local = vec2(alongPx, acrossPx); vec4 _e343 = _group_0_binding_0_vs.glow; vec4 _e347 = _group_0_binding_0_vs.hot; float _e351 = rand((seed_1 + 6u)); float _e353 = bright; o_3.color = (mix(_e343.xyz, _e347.xyz, _e351) * _e353); float _e356 = len; o_3.shape = vec2(_e356, width_2); DustOut _e358 = o_3; gl_Position = _e358.position; _vs2fs_location0 = _e358.local; _vs2fs_location1 = _e358.color; _vs2fs_location2 = _e358.shape; gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); return; } fs_dustmain##version 300 es precision highp float; precision highp int; struct Scene { vec4 view; vec4 center; vec4 rotX; vec4 rotY; vec4 rotZ; vec4 field; vec4 look; vec4 shell; vec4 line; vec4 hot; vec4 glow; vec4 deep; vec4 build; }; struct FullOut { vec4 position; vec2 uv; }; struct SphereOut { vec4 position; vec2 q; }; struct DustOut { vec4 position; vec2 local; vec3 color; vec2 shape; }; const uint DISK_SEGMENTS = 24u; const uint SPARKS = 1400u; smooth in vec2 _vs2fs_location0; smooth in vec3 _vs2fs_location1; smooth in vec2 _vs2fs_location2; layout(location = 0) out vec4 _fs2p_location0; float backOut(float x) { float u = (x - 1.0); return ((1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u)); } vec2 mapUv(vec2 q) { float s = min(length(q), 1.0); vec2 p_1 = (q * ((asin(s) / 1.5707963) / max(s, 1e-6))); return ((vec2(p_1.x, -(p_1.y)) * 0.5) + vec2(0.5)); } vec2 line(float d, float fv, float width) { float px_1 = (abs(d) / fv); float core = clamp((((0.5 * width) + 0.5) - px_1), 0.0, 1.0); float center = clamp((((0.2 * width) + 0.5) - px_1), 0.0, 1.0); float halo = (exp(((-(px_1) * px_1) / ((8.0 * width) * width))) * 0.125); return (vec2((core + halo), center) * min(1.0, (0.6 / fv))); } uint pcg(uint v_1) { uint s_1 = ((v_1 * 747796405u) + 2891336453u); uint w = (((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u); return ((w >> 22u) ^ w); } float rand(uint seed) { uint _e1 = pcg(seed); return (float((_e1 >> 8u)) / 16777216.0); } void main() { DustOut in_2 = DustOut(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2); float len_1 = in_2.shape.x; float w_1 = in_2.shape.y; float behind = clamp(-(in_2.local.x), 0.0, len_1); vec2 d_2 = vec2((in_2.local.x + behind), in_2.local.y); float core_1 = exp((-(dot(d_2, d_2)) / (w_1 * w_1))); float tail = (1.0 - ((behind / max(len_1, 0.001)) * 0.85)); _fs2p_location0 = vec4(((in_2.color * core_1) * tail), 0.0); return; }  Ðút²±6=u0Scene_block_0Vertex_group_0_binding_1_vsScene_block_0Fragment_group_0_binding_1_fsvs_fullvs_full fs_backdrop fs_backdrop vs_sphere vs_sphere fs_sphere fs_spherevs_dustvs_dustfs_dustfs_dustiH// language: metal2.2 #include #include using metal::uint; struct Scene { metal::float4 view; metal::float4 center; metal::float4 rotX; metal::float4 rotY; metal::float4 rotZ; metal::float4 field; metal::float4 look; metal::float4 shell; metal::float4 line; metal::float4 hot; metal::float4 glow; metal::float4 deep; metal::float4 build; }; struct FullOut { metal::float4 position; metal::float2 uv; char _pad2[8]; }; struct type_7 { metal::float2 inner[3]; }; struct SphereOut { metal::float4 position; metal::float2 q; char _pad2[8]; }; struct DustOut { metal::float4 position; metal::float2 local; char _pad2[8]; metal::float3 color; metal::float2 shape; char _pad4[8]; }; struct type_9 { metal::float2 inner[6]; }; constant uint DISK_SEGMENTS = 24u; constant uint SPARKS = 1400u; float backOut( float x ) { float u = x - 1.0; return (1.0 + (((2.9 * u) * u) * u)) + ((1.9 * u) * u); } float shellRadius( float level, constant Scene& scene ) { float _e6 = scene.shell.y; float height = metal::clamp(0.5 + ((0.5 * level) / _e6), 0.0, 1.0); float _e16 = scene.shell.z; float _e25 = backOut(metal::clamp((_e16 * 1.4) - (height * 0.4), 0.0, 1.0)); float _e29 = scene.shell.x; return 1.0 + ((_e29 * height) * _e25); } float scanned( float y, constant Scene& scene ) { float _e4 = scene.build.x; float _e8 = scene.build.x; return metal::smoothstep(_e4, _e8 + 0.03, y); } metal::float3 toView( metal::float3 o_4, constant Scene& scene ) { metal::float4 _e3 = scene.rotX; metal::float4 _e8 = scene.rotY; metal::float4 _e13 = scene.rotZ; return metal::float3(metal::dot(_e3.xyz, o_4), metal::dot(_e8.xyz, o_4), metal::dot(_e13.xyz, o_4)); } metal::float4 toClip( metal::float2 px, constant Scene& scene ) { float _e5 = scene.view.x; float _e15 = scene.view.y; return metal::float4(((px.x / _e5) * 2.0) - 1.0, 1.0 - ((px.y / _e15) * 2.0), 0.0, 1.0); } metal::float2 mapUv( metal::float2 q ) { float s = metal::min(metal::length(q), 1.0); metal::float2 p_1 = q * ((metal::asin(s) / 1.5707963) / metal::max(s, 0.000001)); return (metal::float2(p_1.x, -(p_1.y)) * 0.5) + metal::float2(0.5); } metal::float2 line( float d, float fv, float width ) { float px_1 = metal::abs(d) / fv; float core = metal::clamp(((0.5 * width) + 0.5) - px_1, 0.0, 1.0); float center = metal::clamp(((0.2 * width) + 0.5) - px_1, 0.0, 1.0); float halo = metal::exp((-(px_1) * px_1) / ((8.0 * width) * width)) * 0.125; return metal::float2(core + halo, center) * metal::min(1.0, 0.6 / fv); } float slope( float v ) { float _e1 = metal::dfdx(v); float _e2 = metal::dfdy(v); return metal::max(metal::length(metal::float2(_e1, _e2)), 0.0001); } metal::float3 lineColor( float level_1, float d_1, float fv_1, float glow, float facing, constant Scene& scene ) { float dpr = scene.view.w; float away = 1.0 - facing; float width_1 = (1.1 * dpr) * (1.0 + ((1.1 * away) * away)); float dense = metal::smoothstep(0.015, 0.09, fv_1 / dpr); float gain = 0.78 + (0.22 * metal::sin((level_1 * 0.9) + 1.0)); metal::float2 _e32 = line(d_1, fv_1, width_1); float _e42 = scene.look.x; metal::float2 tube = (((_e32 * metal::mix(0.32, 1.0, dense)) * glow) * gain) * _e42; float i_2 = tube.x; metal::float4 _e47 = scene.line; metal::float4 _e52 = scene.hot; return (_e47.xyz * i_2) + (_e52.xyz * ((metal::max(i_2 - 0.9, 0.0) * 0.6) + (tube.y * 0.22))); } uint pcg( uint v_1 ) { uint s_1 = (v_1 * 747796405u) + 2891336453u; uint w = ((s_1 >> ((s_1 >> 28u) + 4u)) ^ s_1) * 277803737u; return (w >> 22u) ^ w; } float rand( uint seed ) { uint _e1 = pcg(seed); return static_cast(_e1 >> 8u) / 16777216.0; } struct vs_fullInput { }; struct vs_fullOutput { metal::float4 position [[position]]; metal::float2 uv [[user(loc0), center_perspective]]; }; vertex vs_fullOutput vs_full( uint i [[vertex_id]] ) { type_7 p = type_7 {{metal::float2(-1.0, -1.0), metal::float2(3.0, -1.0), metal::float2(-1.0, 3.0)}}; FullOut o = {}; metal::float2 _e15 = p.inner[metal::min(unsigned(i), 2u)]; o.position = metal::float4(_e15, 0.0, 1.0); float _e22 = p.inner[metal::min(unsigned(i), 2u)].x; float _e27 = p.inner[metal::min(unsigned(i), 2u)].y; o.uv = metal::float2(_e22 + 1.0, 1.0 - _e27) * 0.5; FullOut _e33 = o; const auto _tmp = _e33; return vs_fullOutput { _tmp.position, _tmp.uv }; } struct fs_backdropInput { metal::float2 uv [[user(loc0), center_perspective]]; }; struct fs_backdropOutput { metal::float4 member_1 [[color(0)]]; }; fragment fs_backdropOutput fs_backdrop( fs_backdropInput varyings_1 [[stage_in]] , metal::float4 position [[position]] , constant Scene& scene [[buffer(0)]] ) { const FullOut in = { position, varyings_1.uv }; metal::float3 c = {}; metal::float4 _e4 = scene.view; metal::float2 px_2 = in.uv * _e4.xy; metal::float4 _e9 = scene.center; float _e16 = scene.look.w; float r = metal::length(px_2 - _e9.xy) / _e16; metal::float4 _e20 = scene.view; float _e28 = scene.look.w; float corner = (metal::length(_e20.xy) * 0.5) / _e28; float fall = metal::clamp(r / corner, 0.0, 1.0); metal::float4 _e36 = scene.deep; metal::float4 _e40 = scene.deep; c = metal::mix(_e36.xyz, _e40.xyz * 0.25, fall); metal::float3 _e46 = c; metal::float4 _e49 = scene.glow; metal::float4 _e53 = scene.glow; c = _e46 + (((_e49.xyz * _e53.xyz) * 0.07) * metal::exp(-(metal::max(r - 1.0, 0.0)) * 4.0)); metal::float3 _e68 = c; float _e72 = scene.look.z; c = _e68 * _e72; metal::float3 _e74 = c; metal::float4 _e77 = scene.hot; float _e82 = scene.build.y; c = _e74 + ((_e77.xyz * _e82) * ((metal::exp((-(r) * r) * 60.0) * 8.0) + (metal::exp(-(r) * 3.0) * 0.12))); float shock = scene.build.z; float _e108 = scene.look.w; float _e113 = scene.view.w; float ring = ((r - shock) * _e108) / (10.0 * _e113); float wane = metal::pow(metal::clamp(1.0 - (shock / 3.5), 0.0, 1.0), 2.0); metal::float3 _e126 = c; metal::float4 _e129 = scene.glow; c = _e126 + ((_e129.xyz * metal::exp(-(ring) * ring)) * ((shock > 0.0) ? (wane * 1.4) : 0.0)); metal::float3 _e143 = c; return fs_backdropOutput { metal::float4(_e143, 1.0) }; } uint naga_mod(uint lhs, uint rhs) { return lhs % metal::select(rhs, 1u, rhs == 0u); } uint naga_div(uint lhs, uint rhs) { return lhs / metal::select(rhs, 1u, rhs == 0u); } struct vs_sphereInput { }; struct vs_sphereOutput { metal::float4 position [[position]]; metal::float2 q [[user(loc0), center_perspective]]; }; vertex vs_sphereOutput vs_sphere( uint i_1 [[vertex_id]] , constant Scene& scene [[buffer(0)]] ) { SphereOut o_1 = {}; uint corner_1 = naga_mod(i_1, 3u); float angle = (static_cast(naga_div(i_1, 3u) + ((corner_1 == 2u) ? 1u : 0u)) * 6.2831855) / 24.0; float _e19 = scene.shell.x; float reach = ((1.0 + _e19) + 0.12) / 0.9914449; metal::float2 q_1 = (corner_1 == 0u) ? metal::float2(0.0) : (metal::float2(metal::cos(angle), metal::sin(angle)) * reach); metal::float4 _e39 = scene.center; float _e48 = scene.view.z; metal::float4 _e51 = toClip(_e39.xy + (metal::float2(q_1.x, -(q_1.y)) * _e48), scene); o_1.position = _e51; o_1.q = q_1; SphereOut _e53 = o_1; const auto _tmp_1 = _e53; return vs_sphereOutput { _tmp_1.position, _tmp_1.q }; } int naga_f2i32(float value) { return static_cast(metal::clamp(value, -2147483600.0, 2147483500.0)); } int naga_neg(int val) { return as_type(-as_type(val)); } struct fs_sphereInput { metal::float2 q_1 [[user(loc0), center_perspective]]; }; struct fs_sphereOutput { metal::float4 member_3 [[color(0)]]; }; fragment fs_sphereOutput fs_sphere( fs_sphereInput varyings_3 [[stage_in]] , metal::float4 position_1 [[position]] , constant Scene& scene [[buffer(0)]] , metal::texture2d contourMap [[texture(0)]] , metal::sampler smp [[sampler(0)]] ) { const SphereOut in_1 = { position_1, varyings_3.q_1 }; metal::float3 c_1 = metal::float3(0.0); int k = {}; metal::float3 fill = {}; metal::float3 o_2 = {}; metal::float2 q_2 = in_1.q; float r_1 = metal::length(q_2); float rpx = scene.view.z; float _e10 = scene.look.y; metal::float4 _e17 = scene.glow; metal::float3 behind = ((r_1 < 1.0) ? _e10 : 1.0) * _e17.xyz; float _e26 = scene.shell.y; int levels = naga_f2i32(_e26); k = naga_neg(levels); uint2 loop_bound = uint2(4294967295u); bool loop_init = true; while(true) { if (metal::all(loop_bound == uint2(0u))) { break; } loop_bound -= uint2(loop_bound.y == 0u, 1u); if (!loop_init) { int _e80 = k; k = as_type(as_type(_e80) + as_type(1)); } loop_init = false; int _e30 = k; if (_e30 <= levels) { } else { break; } { int _e32 = k; float level_2 = static_cast(_e32); float _e34 = shellRadius(level_2, scene); metal::float2 qs = q_2 / metal::float2(_e34); float on = metal::clamp((((1.0 - metal::length(qs)) * _e34) * rpx) + 0.5, 0.0, 1.0); metal::float2 _e49 = mapUv(qs); metal::float4 contour = contourMap.sample(smp, _e49, metal::level(0.0)); float facing_1 = metal::sqrt(metal::max(1.0 - metal::dot(qs, qs), 0.0)); float _e61 = slope(contour.x); metal::float3 _e63 = lineColor(level_2, contour.x - level_2, _e61, contour.z, facing_1, scene); float _e67 = slope(contour.y); metal::float3 _e69 = lineColor(level_2, contour.y - level_2, _e67, contour.w, facing_1, scene); float grazing = metal::smoothstep(0.04, 0.28, facing_1); metal::float3 _e73 = c_1; c_1 = _e73 + (((_e63 + (_e69 * behind)) * on) * grazing); } } float _e86 = scene.build.x; float _e92 = scene.view.w; float fromFront = ((in_1.q.y - _e86) * rpx) / _e92; metal::float3 _e94 = c_1; float _e96 = scanned(in_1.q.y, scene); c_1 = _e94 * (_e96 * (1.0 + (2.0 * metal::exp((-(fromFront) * fromFront) / 400.0)))); float inside = 1.0 - metal::smoothstep(0.98, 1.0, r_1); metal::float3 _e113 = c_1; metal::float4 _e116 = scene.hot; c_1 = _e113 + (((_e116.xyz * metal::exp((-(fromFront) * fromFront) / 4.0)) * inside) * 1.5); float z = metal::sqrt(metal::max(1.0 - (r_1 * r_1), 0.0)); metal::float2 _e136 = mapUv(q_2); metal::float4 base = contourMap.sample(smp, _e136, metal::level(0.0)); metal::float4 _e141 = scene.deep; fill = _e141.xyz * 0.4; metal::float3 _e146 = fill; metal::float4 _e149 = scene.deep; float _e157 = scene.field.z; fill = _e146 + ((_e149.xyz * 0.6) * metal::smoothstep(-0.25, 0.35, base.x / _e157)); metal::float3 _e164 = fill; metal::float4 _e167 = scene.glow; metal::float4 _e171 = scene.glow; fill = _e164 + (((_e167.xyz * _e171.xyz) * 0.5) * metal::pow(1.0 - z, 6.0)); float cover = metal::clamp(((1.0 - r_1) * rpx) + 0.5, 0.0, 1.0); float edge = (r_1 - 1.0) * rpx; float _e198 = scene.view.w; float _e204 = scene.view.w; float rim = metal::exp((-(edge) * edge) / ((3.92 * _e198) * _e204)); float _e211 = scene.shell.x; float reach_1 = _e211 + 0.12; float halo_1 = metal::pow(metal::clamp(1.0 - ((r_1 - 1.0) / reach_1), 0.0, 1.0), 3.0) * (1.0 - cover); metal::float3 _e227 = fill; metal::float3 _e229 = c_1; o_2 = (_e227 * cover) + _e229; metal::float3 _e232 = o_2; metal::float4 _e235 = scene.glow; o_2 = _e232 + ((_e235.xyz * rim) * 0.36); metal::float3 _e241 = o_2; metal::float4 _e244 = scene.glow; metal::float4 _e248 = scene.glow; o_2 = _e241 + (((_e244.xyz * _e248.xyz) * 0.25) * halo_1); metal::float3 _e255 = o_2; return fs_sphereOutput { metal::float4(_e255, cover * 0.96) }; } struct vs_dustInput { }; struct vs_dustOutput { metal::float4 position [[position]]; metal::float2 local [[user(loc0), center_perspective]]; metal::float3 color [[user(loc1), center_perspective]]; metal::float2 shape [[user(loc2), center_perspective]]; }; vertex vs_dustOutput vs_dust( uint vi [[vertex_id]] , constant Scene& scene [[buffer(0)]] , metal::texture2d contourMap [[texture(0)]] , metal::sampler smp [[sampler(0)]] ) { type_9 corners = type_9 {{metal::float2(0.0, -1.0), metal::float2(1.0, -1.0), metal::float2(0.0, 1.0), metal::float2(0.0, 1.0), metal::float2(1.0, -1.0), metal::float2(1.0, 1.0)}}; float radius = {}; float bright = 0.0; float travel = 0.0; bool local = {}; metal::float2 head = {}; metal::float2 dir = {}; float len = {}; DustOut o_3 = {}; uint id = naga_div(vi, 6u); metal::float2 corner_2 = corners.inner[metal::min(unsigned(naga_mod(vi, 6u)), 5u)]; uint seed_1 = id * 8u; float _e29 = rand(seed_1); float zr = (_e29 * 2.0) - 1.0; float _e36 = rand(seed_1 + 1u); float a = _e36 * 6.2831855; float s_2 = metal::sqrt(metal::max(1.0 - (zr * zr), 0.0)); metal::float3 _e50 = toView(metal::float3(s_2 * metal::cos(a), s_2 * metal::sin(a), zr), scene); float t = scene.center.w; float dpr_1 = scene.view.w; metal::float2 _e62 = mapUv(_e50.xy); metal::float4 contour_1 = contourMap.sample(smp, _e62, metal::level(0.0)); float value = (_e50.z >= 0.0) ? contour_1.x : contour_1.y; float _e72 = shellRadius(metal::rint(value), scene); radius = _e72; float burst = scene.build.w; if (id < SPARKS) { float d_2 = metal::abs(metal::fract(value + 0.5) - 0.5); float _e92 = rand(seed_1 + 2u); float rate = metal::mix(0.2, 0.9, _e92); float _e99 = rand(seed_1 + 3u); float phase = metal::fract((t * rate) + _e99); float twinkle = 0.35 + (0.65 * metal::pow(metal::max(metal::sin(phase * 3.14159), 0.0), 6.0)); float _e121 = rand(seed_1 + 4u); bright = (metal::exp((-(d_2) * d_2) * 60.0) * twinkle) * metal::mix(0.5, 2.2, _e121); } else { float _e128 = rand(seed_1 + 2u); float life = metal::mix(1.4, 4.0, _e128); float _e135 = rand(seed_1 + 3u); float age = metal::fract((t / life) + _e135); float _e140 = rand(seed_1 + 4u); float reach_2 = metal::mix(0.01, 0.42, metal::pow(_e140, 4.0)) * (1.0 + (3.0 * burst)); float _e151 = radius; radius = _e151 + (reach_2 * metal::pow(age, 0.7)); float _e160 = scene.view.z; travel = (reach_2 / life) * _e160; float _e173 = rand(seed_1 + 5u); bright = (((metal::smoothstep(0.0, 0.06, age) * (1.0 - age)) * (1.0 - age)) * metal::mix(0.35, 1.8, _e173)) * (1.0 + (2.0 * burst)); } float _e183 = radius; metal::float3 p_2 = _e50 * _e183; float _e185 = bright; float _e187 = scanned(p_2.y, scene); float _e191 = scene.look.z; bright = _e185 * (_e187 * _e191); if (p_2.z < 0.0) { local = metal::length(p_2.xy) < 1.0; } else { local = false; } bool _e204 = local; if (_e204) { float _e205 = bright; bright = _e205 * 0.12; } metal::float4 _e210 = scene.center; float _e219 = scene.view.z; head = _e210.xy + (metal::float2(p_2.x, -(p_2.y)) * _e219); float rl = metal::length(p_2.xy); dir = (rl > 0.0001) ? (metal::float2(p_2.x, -(p_2.y)) / metal::float2(rl)) : metal::float2(1.0, 0.0); float _e238 = travel; len = metal::min((((_e238 * rl) * 0.06) * dpr_1) + (0.8 * dpr_1), 8.0 * dpr_1); float charge = scene.shell.w; if (charge > 0.0) { metal::float2 outward = metal::float2(metal::cos(a), metal::sin(a)); float _e261 = rand(seed_1 + 7u); float _e268 = scene.look.w; float far = metal::mix(1.2, 4.5, _e261) * _e268; metal::float4 _e272 = scene.center; head = _e272.xy + ((outward * far) * (1.0 - charge)); dir = -(outward); len = metal::min(((far * charge) * 0.08) + (1.0 * dpr_1), 60.0 * dpr_1); float _e294 = rand(seed_1 + 5u); bright = (id >= SPARKS) ? ((metal::smoothstep(0.0, 0.25, charge) * metal::mix(0.5, 2.0, _e294)) * (1.0 + (2.0 * charge))) : 0.0; } float _e309 = dir.y; float _e312 = dir.x; metal::float2 side = metal::float2(-(_e309), _e312); float width_2 = 0.8 * dpr_1; float _e317 = len; float _e322 = len; float alongPx = ((corner_2.x * (_e317 + (width_2 * 2.0))) - _e322) - width_2; float acrossPx = (corner_2.y * width_2) * 2.0; metal::float2 _e331 = head; metal::float2 _e332 = dir; metal::float4 _e337 = toClip((_e331 + (_e332 * alongPx)) + (side * acrossPx), scene); o_3.position = _e337; o_3.local = metal::float2(alongPx, acrossPx); metal::float4 _e343 = scene.glow; metal::float4 _e347 = scene.hot; float _e351 = rand(seed_1 + 6u); float _e353 = bright; o_3.color = metal::mix(_e343.xyz, _e347.xyz, _e351) * _e353; float _e356 = len; o_3.shape = metal::float2(_e356, width_2); DustOut _e358 = o_3; const auto _tmp_2 = _e358; return vs_dustOutput { _tmp_2.position, _tmp_2.local, _tmp_2.color, _tmp_2.shape }; } struct fs_dustInput { metal::float2 local_1 [[user(loc0), center_perspective]]; metal::float3 color [[user(loc1), center_perspective]]; metal::float2 shape [[user(loc2), center_perspective]]; }; struct fs_dustOutput { metal::float4 member_5 [[color(0)]]; }; fragment fs_dustOutput fs_dust( fs_dustInput varyings_5 [[stage_in]] , metal::float4 position_2 [[position]] ) { const DustOut in_2 = { position_2, varyings_5.local_1, {}, varyings_5.color, varyings_5.shape }; float len_1 = in_2.shape.x; float w_1 = in_2.shape.y; float behind_1 = metal::clamp(-(in_2.local.x), 0.0, len_1); metal::float2 d_3 = metal::float2(in_2.local.x + behind_1, in_2.local.y); float core_1 = metal::exp(-(metal::dot(d_3, d_3)) / (w_1 * w_1)); float tail = 1.0 - ((behind_1 / metal::max(len_1, 0.001)) * 0.85); return fs_dustOutput { metal::float4((in_2.color * core_1) * tail, 0.0) }; }  Ðút²±6=u0vs_fullmainŽstruct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; float4 look; float4 shell; float4 _line; float4 hot; float4 glow; float4 deep; float4 build; }; struct FullOut { float4 position; float2 uv; }; struct SphereOut { float4 position; float2 q; }; struct DustOut { float4 position; float2 local; float3 color; float2 shape; }; static const float2 _140[3] = { float2(-1.0f, -1.0f), float2(3.0f, -1.0f), float2(-1.0f, 3.0f) }; static const FullOut _145 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; static float4 gl_Position; static int gl_VertexIndex; static float2 uv; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 uv : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { FullOut o = _145; o.position = float4(_140[min(uint(gl_VertexIndex), 2u)], 0.0f, 1.0f); o.uv = float2(_140[min(uint(gl_VertexIndex), 2u)].x + 1.0f, 1.0f - _140[min(uint(gl_VertexIndex), 2u)].y) * 0.5f; gl_Position = o.position; uv = o.uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; return stage_output; }  fs_backdropmainstruct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; float4 look; float4 shell; float4 _line; float4 hot; float4 glow; float4 deep; float4 build; }; struct FullOut { float4 position; float2 uv; }; struct SphereOut { float4 position; float2 q; }; struct DustOut { float4 position; float2 local; float3 color; float2 shape; }; cbuffer scene : register(b0) { Scene scene_1_m0 : packoffset(c0); }; static float4 gl_FragCoord; static float2 uv; static float4 _277; struct SPIRV_Cross_Input { float2 uv : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _277 : SV_Target0; }; void frag_main() { float3 c = float3(0.0f, 0.0f, 0.0f); FullOut _270 = { gl_FragCoord, uv }; float _306 = length((_270.uv * scene_1_m0.view.xy) - scene_1_m0.center.xy) / scene_1_m0.look.w; float _316 = clamp(_306 / ((length(scene_1_m0.view.xy) * 0.5f) / scene_1_m0.look.w), 0.0f, 1.0f); c = lerp(scene_1_m0.deep.xyz, scene_1_m0.deep.xyz * 0.25f, float3(_316, _316, _316)); c += (((scene_1_m0.glow.xyz * scene_1_m0.glow.xyz) * 0.070000000298023223876953125f) * exp((-max(_306 - 1.0f, 0.0f)) * 4.0f)); c *= scene_1_m0.look.z; c += ((scene_1_m0.hot.xyz * scene_1_m0.build.y) * ((exp(((-_306) * _306) * 60.0f) * 8.0f) + (exp((-_306) * 3.0f) * 0.119999997317790985107421875f))); float _376 = ((_306 - scene_1_m0.build.z) * scene_1_m0.look.w) / (10.0f * scene_1_m0.view.w); c += ((scene_1_m0.glow.xyz * exp((-_376) * _376)) * ((scene_1_m0.build.z > 0.0f) ? (pow(clamp(1.0f - (scene_1_m0.build.z / 3.5f), 0.0f, 1.0f), 2.0f) * 1.39999997615814208984375f) : 0.0f)); _277 = float4(c, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; uv = stage_input.uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output._277 = _277; return stage_output; } vs_spheremain@struct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; float4 look; float4 shell; float4 _line; float4 hot; float4 glow; float4 deep; float4 build; }; struct FullOut { float4 position; float2 uv; }; struct SphereOut { float4 position; float2 q; }; struct DustOut { float4 position; float2 local; float3 color; float2 shape; }; static const SphereOut _302 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; cbuffer scene : register(b0) { Scene scene_1_m0 : packoffset(c0); }; static float4 gl_Position; static int gl_VertexIndex; static float2 q; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 q : TEXCOORD0; float4 gl_Position : SV_Position; }; uint naga_mod(uint lhs, uint rhs) { return lhs % ((rhs == 0u) ? 1u : rhs); } uint naga_div(uint lhs, uint rhs) { return lhs / ((rhs == 0u) ? 1u : rhs); } float4 toClip(float2 px) { return float4(((px.x / scene_1_m0.view.x) * 2.0f) - 1.0f, 1.0f - ((px.y / scene_1_m0.view.y) * 2.0f), 0.0f, 1.0f); } void vert_main() { SphereOut o = _302; uint _304 = naga_mod(uint(gl_VertexIndex), 3u); float _311 = (float(naga_div(uint(gl_VertexIndex), 3u) + uint(_304 == 2u)) * 6.283185482025146484375f) / 24.0f; float2 _320 = float2(cos(_311), sin(_311)) * (((1.0f + scene_1_m0.shell.x) + 0.119999997317790985107421875f) / 0.991444885730743408203125f); bool _321 = _304 == 0u; bool2 _324 = bool2(_321, _321); float2 _322 = float2(_324.x ? float2(0.0f, 0.0f).x : _320.x, _324.y ? float2(0.0f, 0.0f).y : _320.y); o.position = toClip(scene_1_m0.center.xy + (float2(_322.x, -_322.y) * scene_1_m0.view.z)); o.q = _322; gl_Position = o.position; q = o.q; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.q = q; return stage_output; }  fs_spheremainŠstruct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; float4 look; float4 shell; float4 _line; float4 hot; float4 glow; float4 deep; float4 build; }; struct FullOut { float4 position; float2 uv; }; struct SphereOut { float4 position; float2 q; }; struct DustOut { float4 position; float2 local; float3 color; float2 shape; }; cbuffer scene : register(b0) { Scene scene_1_m0 : packoffset(c0); }; Texture2D contourMap : register(t0); SamplerState smp : register(s0); static float4 gl_FragCoord; static float2 q; static float4 _291; struct SPIRV_Cross_Input { float2 q : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _291 : SV_Target0; }; float backOut(float x) { float _37 = x - 1.0f; return (1.0f + (((2.900000095367431640625f * _37) * _37) * _37)) + ((1.89999997615814208984375f * _37) * _37); } float shellRadius(float level) { float _65 = clamp(0.5f + ((0.5f * level) / scene_1_m0.shell.y), 0.0f, 1.0f); return 1.0f + ((scene_1_m0.shell.x * _65) * backOut(clamp((scene_1_m0.shell.z * 1.39999997615814208984375f) - (_65 * 0.4000000059604644775390625f), 0.0f, 1.0f))); } float2 mapUv(float2 q_1) { float _141 = min(length(q_1), 1.0f); float2 _146 = q_1 * ((asin(_141) / 1.5707962512969970703125f) / max(_141, 9.9999999747524270787835121154785e-07f)); return (float2(_146.x, -_146.y) * 0.5f) + float2(0.5f, 0.5f); } float slope(float v) { return max(length(float2(ddx_fine(v), ddy_fine(v))), 9.9999997473787516355514526367188e-05f); } float2 _line(float d, float fv, float width) { float _165 = abs(d) / fv; return float2(clamp(((0.5f * width) + 0.5f) - _165, 0.0f, 1.0f) + (exp(((-_165) * _165) / ((8.0f * width) * width)) * 0.125f), clamp(((0.20000000298023223876953125f * width) + 0.5f) - _165, 0.0f, 1.0f)) * min(1.0f, 0.60000002384185791015625f / fv); } float3 lineColor(float level, float d, float fv, float glow, float facing) { float _215 = 1.0f - facing; float2 _235 = (((_line(d, fv, (1.10000002384185791015625f * scene_1_m0.view.w) * (1.0f + ((1.10000002384185791015625f * _215) * _215))) * lerp(0.319999992847442626953125f, 1.0f, smoothstep(0.014999999664723873138427734375f, 0.0900000035762786865234375f, fv / scene_1_m0.view.w))) * glow) * (0.7799999713897705078125f + (0.2199999988079071044921875f * sin((level * 0.89999997615814208984375f) + 1.0f)))) * scene_1_m0.look.x; float _236 = _235.x; return (scene_1_m0._line.xyz * _236) + (scene_1_m0.hot.xyz * ((max(_236 - 0.89999997615814208984375f, 0.0f) * 0.60000002384185791015625f) + (_235.y * 0.2199999988079071044921875f))); } float scanned(float y) { return smoothstep(scene_1_m0.build.x, scene_1_m0.build.x + 0.02999999932944774627685546875f, y); } void frag_main() { float3 o = float3(0.0f, 0.0f, 0.0f); float3 c = float3(0.0f, 0.0f, 0.0f); float3 fill = float3(0.0f, 0.0f, 0.0f); uint2 loop_bound = uint2(4294967295u, 4294967295u); SphereOut _284 = { gl_FragCoord, q }; float _326 = length(_284.q); float3 _337 = scene_1_m0.glow.xyz * ((_326 < 1.0f) ? scene_1_m0.look.y : 1.0f); int _343 = int(clamp(scene_1_m0.shell.y, -2147483648.0f, 2147483520.0f)); int _344 = -_343; int k = _344; for (;;) { if (all(bool2(uint2(0u, 0u).x == loop_bound.x, uint2(0u, 0u).y == loop_bound.y))) { break; } loop_bound -= uint2(uint(loop_bound.y == 0u), 1u); if (!(k <= _343)) { break; } float _373 = float(k); float _374 = shellRadius(_373); float2 _376 = _284.q / float2(_374, _374); float4 _386 = contourMap.SampleLevel(smp, mapUv(_376), 0.0f); float _390 = sqrt(max(1.0f - dot(_376, _376), 0.0f)); c += (((lineColor(_373, _386.x - _373, slope(_386.x), _386.z, _390) + (lineColor(_373, _386.y - _373, slope(_386.y), _386.w, _390) * _337)) * clamp((((1.0f - length(_376)) * _374) * scene_1_m0.view.z) + 0.5f, 0.0f, 1.0f)) * smoothstep(0.039999999105930328369140625f, 0.2800000011920928955078125f, _390)); k++; continue; } float _419 = ((_284.q.y - scene_1_m0.build.x) * scene_1_m0.view.z) / scene_1_m0.view.w; c *= (scanned(_284.q.y) * (1.0f + (2.0f * exp(((-_419) * _419) / 400.0f)))); c += (((scene_1_m0.hot.xyz * exp(((-_419) * _419) / 4.0f)) * (1.0f - smoothstep(0.980000019073486328125f, 1.0f, _326))) * 1.5f); fill = scene_1_m0.deep.xyz * 0.4000000059604644775390625f; fill += ((scene_1_m0.deep.xyz * 0.60000002384185791015625f) * smoothstep(-0.25f, 0.3499999940395355224609375f, contourMap.SampleLevel(smp, mapUv(_284.q), 0.0f).x / scene_1_m0.field.z)); fill += (((scene_1_m0.glow.xyz * scene_1_m0.glow.xyz) * 0.5f) * pow(1.0f - sqrt(max(1.0f - (_326 * _326), 0.0f)), 6.0f)); float _486 = clamp(((1.0f - _326) * scene_1_m0.view.z) + 0.5f, 0.0f, 1.0f); float _488 = (_326 - 1.0f) * scene_1_m0.view.z; o = (fill * _486) + c; o += ((scene_1_m0.glow.xyz * exp(((-_488) * _488) / ((3.9200000762939453125f * scene_1_m0.view.w) * scene_1_m0.view.w))) * 0.36000001430511474609375f); o += (((scene_1_m0.glow.xyz * scene_1_m0.glow.xyz) * 0.25f) * (pow(clamp(1.0f - ((_326 - 1.0f) / (scene_1_m0.shell.x + 0.119999997317790985107421875f)), 0.0f, 1.0f), 3.0f) * (1.0f - _486))); _291 = float4(o, _486 * 0.959999978542327880859375f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; q = stage_input.q; frag_main(); SPIRV_Cross_Output stage_output; stage_output._291 = _291; return stage_output; } vs_dustmainPstruct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; float4 look; float4 shell; float4 _line; float4 hot; float4 glow; float4 deep; float4 build; }; struct FullOut { float4 position; float2 uv; }; struct SphereOut { float4 position; float2 q; }; struct DustOut { float4 position; float2 local; float3 color; float2 shape; }; static const float2 _309[6] = { float2(0.0f, -1.0f), float2(1.0f, -1.0f), float2(0.0f, 1.0f), float2(0.0f, 1.0f), float2(1.0f, -1.0f), float2(1.0f, 1.0f) }; static const DustOut _353 = { float4(0.0f, 0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }; cbuffer scene : register(b0) { Scene scene_1_m0 : packoffset(c0); }; Texture2D contourMap : register(t0); SamplerState smp : register(s0); static float4 gl_Position; static int gl_VertexIndex; static float2 local; static float3 color; static float2 shape; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float2 local : TEXCOORD0; float3 color : TEXCOORD1; float2 shape : TEXCOORD2; float4 gl_Position : SV_Position; }; uint naga_div(uint lhs, uint rhs) { return lhs / ((rhs == 0u) ? 1u : rhs); } uint naga_mod(uint lhs, uint rhs) { return lhs % ((rhs == 0u) ? 1u : rhs); } uint pcg(uint v) { uint _255 = (v * 747796405u) + 2891336453u; uint _260 = ((_255 >> ((_255 >> 28u) + 4u)) ^ _255) * 277803737u; return (_260 >> 22u) ^ _260; } float rand(uint seed) { return float(pcg(seed) >> 8u) / 16777216.0f; } float3 toView(float3 o) { return float3(dot(scene_1_m0.rotX.xyz, o), dot(scene_1_m0.rotY.xyz, o), dot(scene_1_m0.rotZ.xyz, o)); } float2 mapUv(float2 q) { float _141 = min(length(q), 1.0f); float2 _146 = q * ((asin(_141) / 1.5707962512969970703125f) / max(_141, 9.9999999747524270787835121154785e-07f)); return (float2(_146.x, -_146.y) * 0.5f) + float2(0.5f, 0.5f); } float backOut(float x) { float _37 = x - 1.0f; return (1.0f + (((2.900000095367431640625f * _37) * _37) * _37)) + ((1.89999997615814208984375f * _37) * _37); } float shellRadius(float level) { float _65 = clamp(0.5f + ((0.5f * level) / scene_1_m0.shell.y), 0.0f, 1.0f); return 1.0f + ((scene_1_m0.shell.x * _65) * backOut(clamp((scene_1_m0.shell.z * 1.39999997615814208984375f) - (_65 * 0.4000000059604644775390625f), 0.0f, 1.0f))); } float scanned(float y) { return smoothstep(scene_1_m0.build.x, scene_1_m0.build.x + 0.02999999932944774627685546875f, y); } float4 toClip(float2 px) { return float4(((px.x / scene_1_m0.view.x) * 2.0f) - 1.0f, 1.0f - ((px.y / scene_1_m0.view.y) * 2.0f), 0.0f, 1.0f); } void vert_main() { float2 dir = float2(0.0f, 0.0f); float travel = 0.0f; float len = 0.0f; bool _341 = false; float radius = 0.0f; DustOut o = _353; float2 head = float2(0.0f, 0.0f); float bright = 0.0f; uint _355 = naga_div(uint(gl_VertexIndex), 6u); uint _357 = min(naga_mod(uint(gl_VertexIndex), 6u), 5u); uint _360 = _355 * 8u; float _363 = (rand(_360) * 2.0f) - 1.0f; float _366 = rand(_360 + 1u) * 6.283185482025146484375f; float _370 = sqrt(max(1.0f - (_363 * _363), 0.0f)); float3 _376 = toView(float3(_370 * cos(_366), _370 * sin(_366), _363)); float4 _385 = contourMap.SampleLevel(smp, mapUv(_376.xy), 0.0f); float _390 = (_376.z >= 0.0f) ? _385.x : _385.y; radius = shellRadius(round(_390)); if (_355 < 1400u) { float _402 = abs(frac(_390 + 0.5f) - 0.5f); bright = (exp(((-_402) * _402) * 60.0f) * (0.3499999940395355224609375f + (0.64999997615814208984375f * pow(max(sin(frac((scene_1_m0.center.w * lerp(0.20000000298023223876953125f, 0.89999997615814208984375f, rand(_360 + 2u))) + rand(_360 + 3u)) * 3.141590118408203125f), 0.0f), 6.0f)))) * lerp(0.5f, 2.2000000476837158203125f, rand(_360 + 4u)); } else { float _428 = lerp(1.39999997615814208984375f, 4.0f, rand(_360 + 2u)); float _433 = frac((scene_1_m0.center.w / _428) + rand(_360 + 3u)); float _440 = lerp(0.00999999977648258209228515625f, 0.4199999868869781494140625f, pow(rand(_360 + 4u), 4.0f)) * (1.0f + (3.0f * scene_1_m0.build.w)); radius += (_440 * pow(_433, 0.699999988079071044921875f)); travel = (_440 / _428) * scene_1_m0.view.z; bright = (((smoothstep(0.0f, 0.0599999986588954925537109375f, _433) * (1.0f - _433)) * (1.0f - _433)) * lerp(0.3499999940395355224609375f, 1.7999999523162841796875f, rand(_360 + 5u))) * (1.0f + (2.0f * scene_1_m0.build.w)); } float3 _462 = _376 * radius; bright *= (scanned(_462.y) * scene_1_m0.look.z); if (_462.z < 0.0f) { _341 = length(_462.xy) < 1.0f; } else { _341 = false; } if (_341) { bright *= 0.119999997317790985107421875f; } head = scene_1_m0.center.xy + (float2(_462.x, -_462.y) * scene_1_m0.view.z); float _495 = length(_462.xy); float2 _501 = float2(_462.x, -_462.y) / float2(_495, _495); bool _502 = _495 > 9.9999997473787516355514526367188e-05f; bool2 _505 = bool2(_502, _502); dir = float2(_505.x ? _501.x : float2(1.0f, 0.0f).x, _505.y ? _501.y : float2(1.0f, 0.0f).y); len = min((((travel * _495) * 0.0599999986588954925537109375f) * scene_1_m0.view.w) + (0.800000011920928955078125f * scene_1_m0.view.w), 8.0f * scene_1_m0.view.w); if (scene_1_m0.shell.w > 0.0f) { float2 _521 = float2(cos(_366), sin(_366)); float _527 = lerp(1.2000000476837158203125f, 4.5f, rand(_360 + 7u)) * scene_1_m0.look.w; head = scene_1_m0.center.xy + ((_521 * _527) * (1.0f - scene_1_m0.shell.w)); dir = -_521; len = min(((_527 * scene_1_m0.shell.w) * 0.07999999821186065673828125f) + (1.0f * scene_1_m0.view.w), 60.0f * scene_1_m0.view.w); bright = (_355 >= 1400u) ? ((smoothstep(0.0f, 0.25f, scene_1_m0.shell.w) * lerp(0.5f, 2.0f, rand(_360 + 5u))) * (1.0f + (2.0f * scene_1_m0.shell.w))) : 0.0f; } float _558 = 0.800000011920928955078125f * scene_1_m0.view.w; float _566 = ((_309[_357].x * (len + (_558 * 2.0f))) - len) - _558; float _569 = (_309[_357].y * _558) * 2.0f; o.position = toClip((head + (dir * _566)) + (float2(-dir.y, dir.x) * _569)); o.local = float2(_566, _569); float _590 = rand(_360 + 6u); o.color = lerp(scene_1_m0.glow.xyz, scene_1_m0.hot.xyz, float3(_590, _590, _590)) * bright; o.shape = float2(len, _558); gl_Position = o.position; local = o.local; color = o.color; shape = o.shape; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.local = local; stage_output.color = color; stage_output.shape = shape; return stage_output; } fs_dustmainstruct Scene { float4 view; float4 center; float4 rotX; float4 rotY; float4 rotZ; float4 field; float4 look; float4 shell; float4 _line; float4 hot; float4 glow; float4 deep; float4 build; }; struct FullOut { float4 position; float2 uv; }; struct SphereOut { float4 position; float2 q; }; struct DustOut { float4 position; float2 local; float3 color; float2 shape; }; static float4 gl_FragCoord; static float2 local; static float3 color; static float2 shape; static float4 _138; struct SPIRV_Cross_Input { float2 local : TEXCOORD0; float3 color : TEXCOORD1; float2 shape : TEXCOORD2; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 _138 : SV_Target0; }; void frag_main() { DustOut _126 = { gl_FragCoord, local, color, shape }; float _152 = clamp(-_126.local.x, 0.0f, _126.shape.x); float2 _158 = float2(_126.local.x + _152, _126.local.y); _138 = float4((_126.color * exp((-dot(_158, _158)) / (_126.shape.y * _126.shape.y))) * (1.0f - ((_152 / max(_126.shape.x, 0.001000000047497451305389404296875f)) * 0.85000002384185791015625f)), 0.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; local = stage_input.local; color = stage_input.color; shape = stage_input.shape; frag_main(); SPIRV_Cross_Output stage_output; stage_output._138 = _138; return stage_output; }  Ðút²±6=u0HSLTSceneÐ viewÿÿÿÿcenterÿÿÿÿrotX ÿÿÿÿrotY0ÿÿÿÿrotZ@ÿÿÿÿfieldPÿÿÿÿlook`ÿÿÿÿshellpÿÿÿÿ_line€ÿÿÿÿhot�ÿÿÿÿglow ÿÿÿÿdeep°ÿÿÿÿbuildÀÿÿÿÿ scene_blockÐscenevs_fullvs_full fs_backdrop fs_backdrop vs_sphere vs_sphere fs_sphere fs_spherevs_dustvs_dustfs_dustfs_dustø\#Q3 GLSL.std.450#vs_full! 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9믾È?Ñ,éªT=½@ê?Aª´ ÷ÜZZÉ?oÿ X(ò=ê?AÉ´ àŠ<í“Ê?i!VPCr(½àé?Aé´ Ð[WØ1Ë?ªá¬N�5 ½Àé?A‰µ à;8‡ÐË?¶TYÄK-½ é?A©µ ðÆûoÌ?Ò+–Årìñ¼`é?Aɵ �Ô°=±Í?5°÷*ÿ*½@é?Aéµ çÿSÎ?0ôA`'Â< é?Aж Ýä­õÎ?Ž»e!ʼé?A©¶ °³l™Ï?0ß ÊìË=Àè?Aɶ XM`8qÐ?‘NíÛœø< è?Aé¶ `ag-ÄÐ?éê<‹'=€è?A‰· è'‚ŽÑ?ð¥c!,½`è?A©· ø¬Ë\kÑ?�¥÷Íš+=@è?AÉ· hZc™¿Ñ?·½GQí¦,= è?Aé· ¸mEÒ?êºFºÞ‡ =àç?A‰¸ �Ü|ð¾Ò?ôPJúœ*=Àç?A©¸ `ÓáñÓ?¸€?@ AðA€BAØÄ !sh±>ßO >EØð=+‡=+‡=#Ûy=÷® rive.audioasmÊ`````}}`}}`}`}}}}}}}`````|`|`}}}}}`}}}`}`}}`}}}`}}}}`}}`}}}}}}`}`}`|`|`|``||`}}}fenv console.warn rive_lane_v1errorrive_shared_v1snapshot_publish rive_shared_v1 ring_read @?   p¿;A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A |D A A A A A A A Aàž A |D |D A A ¼ __rive_processor_0__riveFrameMinor laneError __riveHostBudget__rive_lane_alloc!__rive_lane_free"__riveProcessorStart__rive_processor_processmemory__riveCallSpill5B  €‹?ú  ("AvK@ AÿÿÿÿK@  (!Aüÿÿÿ At" AüÿÿÿO"A  AMAt"  I"AìÿÿÿK@ A€€O" Ak"(r@  ("  I! 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A!@ AH@AÈAˆ("9 A6$ C8( C8, C80 C84 C€?88 C8< C8@ C8DAA…("; ( AÑlAç̧Ðj"A 6 ( AlAj"A 6  6$ CÍÌL>8 (”"Ak(Av M@  Atj" 6 A  - ( "Aj" (AvK@   ( Atj" 6  At  -  6 Aj!  A!@ AH@AÀAŒ("9 C8$ C8( C8, C80 C84 C88 C8< CìQ8>8 Cš™Y?8 (˜"Ak(Av M@  Atj" 6 A  - ( "Aj" (AvK@   ( Atj" 6  At  -  6 Aj!  A!@ ( J@@@@@@@ ( Atj("Ak(A†k   8 ( 8  A!  8 ( 8 ((#@ AH@ ($"Ak(AvO@  Atj("@ (C@ƒEC A!@ AH@ A¼(AvO@ AtAÀj*!  ( " Ak(AvO@ Atj(" @ Aj" A¼(AvO@ AtAÀj* •CÍÌÌ>?”C×£p?  Aj!  Aj!    8 ( 8 ((C€?}C×q Å •" ¼"AvAÿq"A«O@C A€€€|F  ’ AøO  C” Cr±B^ C C´ñÏÂ]  »Dþ‚+eGG@¢"D8C "½!  D8à¡"DÖR ÿB.–?¢Dð?  D”#‘Køj¼>¢DóÄúPο.?   ¢¢  §AqAtA¨j) B/†|¿¢¶ “8 (,C€?} ¼"AvAÿq"A«O@C A€€€|F  ’ AøO  C” Cr±B^ C C´ñÏÂ]  »Dþ‚+eGG@¢"D8C "½!  D8à¡"DÖR ÿB.–?¢Dð?  D”#‘Køj¼>¢DóÄúPο.?   ¢¢  §AqAtA¨j) B/†|¿¢¶ “8   8 ( 8 ($"( ! ("C/DCš™™>   *8  * 8  *8  *8  *8 }C€¿ CÍÌÌ<”•" ¼"AvAÿq"A«O@C A€€€|F  ’ AøO  C” Cr±B^ C C´ñÏÂ]  »Dþ‚+eGG@¢"D8C "½!  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