#version 450 layout(location = 0) out vec4 out0; layout(location = 1) out vec4 out1; layout(std140) uniform uBlock5 { float u0; float u4; float u8; float u12; float u16; float u20; float u24; } u5; layout(std140) uniform uBlock6 { float u0; float u4; float u8; float u12; float u16; float u20; float u24; float u28; } u6; layout(std140) uniform uBlock7 { float u0; float u4; float u8; float u12; float u16; float u20; } u7; layout(std140) uniform uBlock8 { float u0; float u4; float u8; float u12; float u16; float u20; } u8; uniform sampler2D s10; uniform sampler2D s11; uniform sampler2D s12; in float vf0; in float vf1; in float vf2; in float vf3; in float vf4; in float vf5; in float vf6; in float vf7; in float vf8; in float vf9; in float vf10; in float vf11; in float vf12; in float vf13; in float vf14; in float vf15; in float vf16; in float vf17; void main() { vec4 t0 = vec4(u7.u0,u7.u4,u7.u8,1); float t1 = (u5.u0/2); float t2 = cos(t1); float t3 = sin(t1); float t4 = (-t3); vec4 t5 = vec4(t2,t4,0,0); float t6 = sin(t1); vec4 t7 = vec4(t6,t2,0,0); vec4 t8 = vec4(0,0,1,0); vec4 t9 = vec4(0,0,0,1); mat4x4 t10 = mat4x4(t5,t7,t8,t9); vec4 t11 = (t0*t10); float t12 = (t11[0]-vf2); float t13 = (t12*t12); float t14 = (t11[1]-vf3); float t15 = (t14*t14); float t16 = (t13+t15); float t17 = (t11[2]-vf4); float t18 = (t17*t17); float t19 = (t16+t18); float t20 = (t11[3]-vf5); float t21 = (t20*t20); float t22 = (t19+t21); float t23 = sqrt(t22); float t24 = (t12/t23); float t25 = (vf6*t24); float t26 = (t14/t23); float t27 = (vf7*t26); float t28 = (t25+t27); float t29 = (t17/t23); float t30 = (vf8*t29); float t31 = (t28+t30); float t32 = (t20/t23); float t33 = (vf9*t32); float t34 = (t31+t33); bool t35 = (t34>=0); float t36; if(t35){ t36 = t34; } else { t36 = 0; } float t37 = (u7.u12*t36); float t38 = (vf12/vf13); float t39 = (t38*float(0.5)); float t40 = (t39+float(0.5)); vec4 t41 = vec4(vf6,vf7,vf8,vf9); float t42 = (t11[0]-vf2); float t43 = (t11[1]-vf3); float t44 = (t11[2]-vf4); float t45 = (t11[3]-vf5); vec4 t46 = vec4(t42,t43,t44,t45); vec4 t47 = normalize(t46); vec4 t48 = vec4(t47[0],t47[1],t47[2],t47[3]); float t49 = dot(t41,t48); float t50 = (float(1.0)-t49); float t51 = (float(5.0e-4)*t50); bool t52 = (t51>=float(5.0e-5)); float t53; if(t52){ t53 = t51; } else { t53 = float(5.0e-5); } float t54 = (t40-t53); float t55 = (vf10/vf13); float t56 = (t55*float(0.5)); float t57 = (t56+float(0.5)); float t58 = (float(1.0)/600); float t59 = (0*t58); float t60 = (t57+t59); float t61 = (vf11/vf13); float t62 = (t61*float(0.5)); float t63 = (t62+float(0.5)); float t64 = (0*t58); float t65 = (t63+t64); vec4 t66 = texture(s10,vec2(t60,t65)); bool t67 = (t54>t66.x); float t68; if(t67){ t68 = float(0.1); } else { t68 = float(1.0); } float t69 = (0+t68); float t70 = (vf12/vf13); float t71 = (t70*float(0.5)); float t72 = (t71+float(0.5)); vec4 t73 = vec4(vf6,vf7,vf8,vf9); float t74 = (t11[0]-vf2); float t75 = (t11[1]-vf3); float t76 = (t11[2]-vf4); float t77 = (t11[3]-vf5); vec4 t78 = vec4(t74,t75,t76,t77); vec4 t79 = normalize(t78); vec4 t80 = vec4(t79[0],t79[1],t79[2],t79[3]); float t81 = dot(t73,t80); float t82 = (float(1.0)-t81); float t83 = (float(5.0e-4)*t82); bool t84 = (t83>=float(5.0e-5)); float t85; if(t84){ t85 = t83; } else { t85 = float(5.0e-5); } float t86 = (t72-t85); float t87 = (vf10/vf13); float t88 = (t87*float(0.5)); float t89 = (t88+float(0.5)); float t90 = (-1); float t91 = (t90*t58); float t92 = (t89+t91); float t93 = (vf11/vf13); float t94 = (t93*float(0.5)); float t95 = (t94+float(0.5)); float t96 = (t90*t58); float t97 = (t95+t96); vec4 t98 = texture(s10,vec2(t92,t97)); bool t99 = (t86>t98.x); float t100; if(t99){ t100 = float(0.1); } else { t100 = float(1.0); } float t101 = (t69+t100); float t102 = (vf12/vf13); float t103 = (t102*float(0.5)); float t104 = (t103+float(0.5)); vec4 t105 = vec4(vf6,vf7,vf8,vf9); float t106 = (t11[0]-vf2); float t107 = (t11[1]-vf3); float t108 = (t11[2]-vf4); float t109 = (t11[3]-vf5); vec4 t110 = vec4(t106,t107,t108,t109); vec4 t111 = normalize(t110); vec4 t112 = vec4(t111[0],t111[1],t111[2],t111[3]); float t113 = dot(t105,t112); float t114 = (float(1.0)-t113); float t115 = (float(5.0e-4)*t114); bool t116 = (t115>=float(5.0e-5)); float t117; if(t116){ t117 = t115; } else { t117 = float(5.0e-5); } float t118 = (t104-t117); float t119 = (vf10/vf13); float t120 = (t119*float(0.5)); float t121 = (t120+float(0.5)); float t122 = (-1); float t123 = (t122*t58); float t124 = (t121+t123); float t125 = (vf11/vf13); float t126 = (t125*float(0.5)); float t127 = (t126+float(0.5)); float t128 = (0*t58); float t129 = (t127+t128); vec4 t130 = texture(s10,vec2(t124,t129)); bool t131 = (t118>t130.x); float t132; if(t131){ t132 = float(0.1); } else { t132 = float(1.0); } float t133 = (t101+t132); float t134 = (vf12/vf13); float t135 = (t134*float(0.5)); float t136 = (t135+float(0.5)); vec4 t137 = vec4(vf6,vf7,vf8,vf9); float t138 = (t11[0]-vf2); float t139 = (t11[1]-vf3); float t140 = (t11[2]-vf4); float t141 = (t11[3]-vf5); vec4 t142 = vec4(t138,t139,t140,t141); vec4 t143 = normalize(t142); vec4 t144 = vec4(t143[0],t143[1],t143[2],t143[3]); float t145 = dot(t137,t144); float t146 = (float(1.0)-t145); float t147 = (float(5.0e-4)*t146); bool t148 = (t147>=float(5.0e-5)); float t149; if(t148){ t149 = t147; } else { t149 = float(5.0e-5); } float t150 = (t136-t149); float t151 = (vf10/vf13); float t152 = (t151*float(0.5)); float t153 = (t152+float(0.5)); float t154 = (-1); float t155 = (t154*t58); float t156 = (t153+t155); float t157 = (vf11/vf13); float t158 = (t157*float(0.5)); float t159 = (t158+float(0.5)); float t160 = (1*t58); float t161 = (t159+t160); vec4 t162 = texture(s10,vec2(t156,t161)); bool t163 = (t150>t162.x); float t164; if(t163){ t164 = float(0.1); } else { t164 = float(1.0); } float t165 = (t133+t164); float t166 = (vf12/vf13); float t167 = (t166*float(0.5)); float t168 = (t167+float(0.5)); vec4 t169 = vec4(vf6,vf7,vf8,vf9); float t170 = (t11[0]-vf2); float t171 = (t11[1]-vf3); float t172 = (t11[2]-vf4); float t173 = (t11[3]-vf5); vec4 t174 = vec4(t170,t171,t172,t173); vec4 t175 = normalize(t174); vec4 t176 = vec4(t175[0],t175[1],t175[2],t175[3]); float t177 = dot(t169,t176); float t178 = (float(1.0)-t177); float t179 = (float(5.0e-4)*t178); bool t180 = (t179>=float(5.0e-5)); float t181; if(t180){ t181 = t179; } else { t181 = float(5.0e-5); } float t182 = (t168-t181); float t183 = (vf10/vf13); float t184 = (t183*float(0.5)); float t185 = (t184+float(0.5)); float t186 = (0*t58); float t187 = (t185+t186); float t188 = (vf11/vf13); float t189 = (t188*float(0.5)); float t190 = (t189+float(0.5)); float t191 = (-1); float t192 = (t191*t58); float t193 = (t190+t192); vec4 t194 = texture(s10,vec2(t187,t193)); bool t195 = (t182>t194.x); float t196; if(t195){ t196 = float(0.1); } else { t196 = float(1.0); } float t197 = (t165+t196); float t198 = (vf12/vf13); float t199 = (t198*float(0.5)); float t200 = (t199+float(0.5)); vec4 t201 = vec4(vf6,vf7,vf8,vf9); float t202 = (t11[0]-vf2); float t203 = (t11[1]-vf3); float t204 = (t11[2]-vf4); float t205 = (t11[3]-vf5); vec4 t206 = vec4(t202,t203,t204,t205); vec4 t207 = normalize(t206); vec4 t208 = vec4(t207[0],t207[1],t207[2],t207[3]); float t209 = dot(t201,t208); float t210 = (float(1.0)-t209); float t211 = (float(5.0e-4)*t210); bool t212 = (t211>=float(5.0e-5)); float t213; if(t212){ t213 = t211; } else { t213 = float(5.0e-5); } float t214 = (t200-t213); float t215 = (vf10/vf13); float t216 = (t215*float(0.5)); float t217 = (t216+float(0.5)); float t218 = (0*t58); float t219 = (t217+t218); float t220 = (vf11/vf13); float t221 = (t220*float(0.5)); float t222 = (t221+float(0.5)); float t223 = (1*t58); float t224 = (t222+t223); vec4 t225 = texture(s10,vec2(t219,t224)); bool t226 = (t214>t225.x); float t227; if(t226){ t227 = float(0.1); } else { t227 = float(1.0); } float t228 = (t197+t227); float t229 = (vf12/vf13); float t230 = (t229*float(0.5)); float t231 = (t230+float(0.5)); vec4 t232 = vec4(vf6,vf7,vf8,vf9); float t233 = (t11[0]-vf2); float t234 = (t11[1]-vf3); float t235 = (t11[2]-vf4); float t236 = (t11[3]-vf5); vec4 t237 = vec4(t233,t234,t235,t236); vec4 t238 = normalize(t237); vec4 t239 = vec4(t238[0],t238[1],t238[2],t238[3]); float t240 = dot(t232,t239); float t241 = (float(1.0)-t240); float t242 = (float(5.0e-4)*t241); bool t243 = (t242>=float(5.0e-5)); float t244; if(t243){ t244 = t242; } else { t244 = float(5.0e-5); } float t245 = (t231-t244); float t246 = (vf10/vf13); float t247 = (t246*float(0.5)); float t248 = (t247+float(0.5)); float t249 = (1*t58); float t250 = (t248+t249); float t251 = (vf11/vf13); float t252 = (t251*float(0.5)); float t253 = (t252+float(0.5)); float t254 = (-1); float t255 = (t254*t58); float t256 = (t253+t255); vec4 t257 = texture(s10,vec2(t250,t256)); bool t258 = (t245>t257.x); float t259; if(t258){ t259 = float(0.1); } else { t259 = float(1.0); } float t260 = (t228+t259); float t261 = (vf12/vf13); float t262 = (t261*float(0.5)); float t263 = (t262+float(0.5)); vec4 t264 = vec4(vf6,vf7,vf8,vf9); float t265 = (t11[0]-vf2); float t266 = (t11[1]-vf3); float t267 = (t11[2]-vf4); float t268 = (t11[3]-vf5); vec4 t269 = vec4(t265,t266,t267,t268); vec4 t270 = normalize(t269); vec4 t271 = vec4(t270[0],t270[1],t270[2],t270[3]); float t272 = dot(t264,t271); float t273 = (float(1.0)-t272); float t274 = (float(5.0e-4)*t273); bool t275 = (t274>=float(5.0e-5)); float t276; if(t275){ t276 = t274; } else { t276 = float(5.0e-5); } float t277 = (t263-t276); float t278 = (vf10/vf13); float t279 = (t278*float(0.5)); float t280 = (t279+float(0.5)); float t281 = (1*t58); float t282 = (t280+t281); float t283 = (vf11/vf13); float t284 = (t283*float(0.5)); float t285 = (t284+float(0.5)); float t286 = (0*t58); float t287 = (t285+t286); vec4 t288 = texture(s10,vec2(t282,t287)); bool t289 = (t277>t288.x); float t290; if(t289){ t290 = float(0.1); } else { t290 = float(1.0); } float t291 = (t260+t290); float t292 = (vf12/vf13); float t293 = (t292*float(0.5)); float t294 = (t293+float(0.5)); vec4 t295 = vec4(vf6,vf7,vf8,vf9); float t296 = (t11[0]-vf2); float t297 = (t11[1]-vf3); float t298 = (t11[2]-vf4); float t299 = (t11[3]-vf5); vec4 t300 = vec4(t296,t297,t298,t299); vec4 t301 = normalize(t300); vec4 t302 = vec4(t301[0],t301[1],t301[2],t301[3]); float t303 = dot(t295,t302); float t304 = (float(1.0)-t303); float t305 = (float(5.0e-4)*t304); bool t306 = (t305>=float(5.0e-5)); float t307; if(t306){ t307 = t305; } else { t307 = float(5.0e-5); } float t308 = (t294-t307); float t309 = (vf10/vf13); float t310 = (t309*float(0.5)); float t311 = (t310+float(0.5)); float t312 = (1*t58); float t313 = (t311+t312); float t314 = (vf11/vf13); float t315 = (t314*float(0.5)); float t316 = (t315+float(0.5)); float t317 = (1*t58); float t318 = (t316+t317); vec4 t319 = texture(s10,vec2(t313,t318)); bool t320 = (t308>t319.x); float t321; if(t320){ t321 = float(0.1); } else { t321 = float(1.0); } float t322 = (t291+t321); float t323 = (t322/9); float t324 = (t37*t323); vec4 t325 = vec4(u8.u0,u8.u4,u8.u8,1); vec4 t326 = vec4(t2,t4,0,0); vec4 t327 = vec4(t6,t2,0,0); vec4 t328 = vec4(0,0,1,0); vec4 t329 = vec4(0,0,0,1); mat4x4 t330 = mat4x4(t326,t327,t328,t329); vec4 t331 = (t325*t330); float t332 = (t331[0]-vf2); float t333 = (t332*t332); float t334 = (t331[1]-vf3); float t335 = (t334*t334); float t336 = (t333+t335); float t337 = (t331[2]-vf4); float t338 = (t337*t337); float t339 = (t336+t338); float t340 = (t331[3]-vf5); float t341 = (t340*t340); float t342 = (t339+t341); float t343 = sqrt(t342); float t344 = (t332/t343); float t345 = (vf6*t344); float t346 = (t334/t343); float t347 = (vf7*t346); float t348 = (t345+t347); float t349 = (t337/t343); float t350 = (vf8*t349); float t351 = (t348+t350); float t352 = (t340/t343); float t353 = (vf9*t352); float t354 = (t351+t353); bool t355 = (t354>=0); float t356; if(t355){ t356 = t354; } else { t356 = 0; } float t357 = (u8.u12*t356); float t358 = (vf16/vf17); float t359 = (t358*float(0.5)); float t360 = (t359+float(0.5)); vec4 t361 = vec4(vf6,vf7,vf8,vf9); float t362 = (t331[0]-vf2); float t363 = (t331[1]-vf3); float t364 = (t331[2]-vf4); float t365 = (t331[3]-vf5); vec4 t366 = vec4(t362,t363,t364,t365); vec4 t367 = normalize(t366); vec4 t368 = vec4(t367[0],t367[1],t367[2],t367[3]); float t369 = dot(t361,t368); float t370 = (float(1.0)-t369); float t371 = (float(5.0e-4)*t370); bool t372 = (t371>=float(5.0e-5)); float t373; if(t372){ t373 = t371; } else { t373 = float(5.0e-5); } float t374 = (t360-t373); float t375 = (vf14/vf17); float t376 = (t375*float(0.5)); float t377 = (t376+float(0.5)); float t378 = (0*t58); float t379 = (t377+t378); float t380 = (vf15/vf17); float t381 = (t380*float(0.5)); float t382 = (t381+float(0.5)); float t383 = (0*t58); float t384 = (t382+t383); vec4 t385 = texture(s11,vec2(t379,t384)); bool t386 = (t374>t385.x); float t387; if(t386){ t387 = float(0.1); } else { t387 = float(1.0); } float t388 = (0+t387); float t389 = (vf16/vf17); float t390 = (t389*float(0.5)); float t391 = (t390+float(0.5)); vec4 t392 = vec4(vf6,vf7,vf8,vf9); float t393 = (t331[0]-vf2); float t394 = (t331[1]-vf3); float t395 = (t331[2]-vf4); float t396 = (t331[3]-vf5); vec4 t397 = vec4(t393,t394,t395,t396); vec4 t398 = normalize(t397); vec4 t399 = vec4(t398[0],t398[1],t398[2],t398[3]); float t400 = dot(t392,t399); float t401 = (float(1.0)-t400); float t402 = (float(5.0e-4)*t401); bool t403 = (t402>=float(5.0e-5)); float t404; if(t403){ t404 = t402; } else { t404 = float(5.0e-5); } float t405 = (t391-t404); float t406 = (vf14/vf17); float t407 = (t406*float(0.5)); float t408 = (t407+float(0.5)); float t409 = (t90*t58); float t410 = (t408+t409); float t411 = (vf15/vf17); float t412 = (t411*float(0.5)); float t413 = (t412+float(0.5)); float t414 = (t90*t58); float t415 = (t413+t414); vec4 t416 = texture(s11,vec2(t410,t415)); bool t417 = (t405>t416.x); float t418; if(t417){ t418 = float(0.1); } else { t418 = float(1.0); } float t419 = (t388+t418); float t420 = (vf16/vf17); float t421 = (t420*float(0.5)); float t422 = (t421+float(0.5)); vec4 t423 = vec4(vf6,vf7,vf8,vf9); float t424 = (t331[0]-vf2); float t425 = (t331[1]-vf3); float t426 = (t331[2]-vf4); float t427 = (t331[3]-vf5); vec4 t428 = vec4(t424,t425,t426,t427); vec4 t429 = normalize(t428); vec4 t430 = vec4(t429[0],t429[1],t429[2],t429[3]); float t431 = dot(t423,t430); float t432 = (float(1.0)-t431); float t433 = (float(5.0e-4)*t432); bool t434 = (t433>=float(5.0e-5)); float t435; if(t434){ t435 = t433; } else { t435 = float(5.0e-5); } float t436 = (t422-t435); float t437 = (vf14/vf17); float t438 = (t437*float(0.5)); float t439 = (t438+float(0.5)); float t440 = (t122*t58); float t441 = (t439+t440); float t442 = (vf15/vf17); float t443 = (t442*float(0.5)); float t444 = (t443+float(0.5)); float t445 = (0*t58); float t446 = (t444+t445); vec4 t447 = texture(s11,vec2(t441,t446)); bool t448 = (t436>t447.x); float t449; if(t448){ t449 = float(0.1); } else { t449 = float(1.0); } float t450 = (t419+t449); float t451 = (vf16/vf17); float t452 = (t451*float(0.5)); float t453 = (t452+float(0.5)); vec4 t454 = vec4(vf6,vf7,vf8,vf9); float t455 = (t331[0]-vf2); float t456 = (t331[1]-vf3); float t457 = (t331[2]-vf4); float t458 = (t331[3]-vf5); vec4 t459 = vec4(t455,t456,t457,t458); vec4 t460 = normalize(t459); vec4 t461 = vec4(t460[0],t460[1],t460[2],t460[3]); float t462 = dot(t454,t461); float t463 = (float(1.0)-t462); float t464 = (float(5.0e-4)*t463); bool t465 = (t464>=float(5.0e-5)); float t466; if(t465){ t466 = t464; } else { t466 = float(5.0e-5); } float t467 = (t453-t466); float t468 = (vf14/vf17); float t469 = (t468*float(0.5)); float t470 = (t469+float(0.5)); float t471 = (t154*t58); float t472 = (t470+t471); float t473 = (vf15/vf17); float t474 = (t473*float(0.5)); float t475 = (t474+float(0.5)); float t476 = (1*t58); float t477 = (t475+t476); vec4 t478 = texture(s11,vec2(t472,t477)); bool t479 = (t467>t478.x); float t480; if(t479){ t480 = float(0.1); } else { t480 = float(1.0); } float t481 = (t450+t480); float t482 = (vf16/vf17); float t483 = (t482*float(0.5)); float t484 = (t483+float(0.5)); vec4 t485 = vec4(vf6,vf7,vf8,vf9); float t486 = (t331[0]-vf2); float t487 = (t331[1]-vf3); float t488 = (t331[2]-vf4); float t489 = (t331[3]-vf5); vec4 t490 = vec4(t486,t487,t488,t489); vec4 t491 = normalize(t490); vec4 t492 = vec4(t491[0],t491[1],t491[2],t491[3]); float t493 = dot(t485,t492); float t494 = (float(1.0)-t493); float t495 = (float(5.0e-4)*t494); bool t496 = (t495>=float(5.0e-5)); float t497; if(t496){ t497 = t495; } else { t497 = float(5.0e-5); } float t498 = (t484-t497); float t499 = (vf14/vf17); float t500 = (t499*float(0.5)); float t501 = (t500+float(0.5)); float t502 = (0*t58); float t503 = (t501+t502); float t504 = (vf15/vf17); float t505 = (t504*float(0.5)); float t506 = (t505+float(0.5)); float t507 = (t191*t58); float t508 = (t506+t507); vec4 t509 = texture(s11,vec2(t503,t508)); bool t510 = (t498>t509.x); float t511; if(t510){ t511 = float(0.1); } else { t511 = float(1.0); } float t512 = (t481+t511); float t513 = (vf16/vf17); float t514 = (t513*float(0.5)); float t515 = (t514+float(0.5)); vec4 t516 = vec4(vf6,vf7,vf8,vf9); float t517 = (t331[0]-vf2); float t518 = (t331[1]-vf3); float t519 = (t331[2]-vf4); float t520 = (t331[3]-vf5); vec4 t521 = vec4(t517,t518,t519,t520); vec4 t522 = normalize(t521); vec4 t523 = vec4(t522[0],t522[1],t522[2],t522[3]); float t524 = dot(t516,t523); float t525 = (float(1.0)-t524); float t526 = (float(5.0e-4)*t525); bool t527 = (t526>=float(5.0e-5)); float t528; if(t527){ t528 = t526; } else { t528 = float(5.0e-5); } float t529 = (t515-t528); float t530 = (vf14/vf17); float t531 = (t530*float(0.5)); float t532 = (t531+float(0.5)); float t533 = (0*t58); float t534 = (t532+t533); float t535 = (vf15/vf17); float t536 = (t535*float(0.5)); float t537 = (t536+float(0.5)); float t538 = (1*t58); float t539 = (t537+t538); vec4 t540 = texture(s11,vec2(t534,t539)); bool t541 = (t529>t540.x); float t542; if(t541){ t542 = float(0.1); } else { t542 = float(1.0); } float t543 = (t512+t542); float t544 = (vf16/vf17); float t545 = (t544*float(0.5)); float t546 = (t545+float(0.5)); vec4 t547 = vec4(vf6,vf7,vf8,vf9); float t548 = (t331[0]-vf2); float t549 = (t331[1]-vf3); float t550 = (t331[2]-vf4); float t551 = (t331[3]-vf5); vec4 t552 = vec4(t548,t549,t550,t551); vec4 t553 = normalize(t552); vec4 t554 = vec4(t553[0],t553[1],t553[2],t553[3]); float t555 = dot(t547,t554); float t556 = (float(1.0)-t555); float t557 = (float(5.0e-4)*t556); bool t558 = (t557>=float(5.0e-5)); float t559; if(t558){ t559 = t557; } else { t559 = float(5.0e-5); } float t560 = (t546-t559); float t561 = (vf14/vf17); float t562 = (t561*float(0.5)); float t563 = (t562+float(0.5)); float t564 = (1*t58); float t565 = (t563+t564); float t566 = (vf15/vf17); float t567 = (t566*float(0.5)); float t568 = (t567+float(0.5)); float t569 = (t254*t58); float t570 = (t568+t569); vec4 t571 = texture(s11,vec2(t565,t570)); bool t572 = (t560>t571.x); float t573; if(t572){ t573 = float(0.1); } else { t573 = float(1.0); } float t574 = (t543+t573); float t575 = (vf16/vf17); float t576 = (t575*float(0.5)); float t577 = (t576+float(0.5)); vec4 t578 = vec4(vf6,vf7,vf8,vf9); float t579 = (t331[0]-vf2); float t580 = (t331[1]-vf3); float t581 = (t331[2]-vf4); float t582 = (t331[3]-vf5); vec4 t583 = vec4(t579,t580,t581,t582); vec4 t584 = normalize(t583); vec4 t585 = vec4(t584[0],t584[1],t584[2],t584[3]); float t586 = dot(t578,t585); float t587 = (float(1.0)-t586); float t588 = (float(5.0e-4)*t587); bool t589 = (t588>=float(5.0e-5)); float t590; if(t589){ t590 = t588; } else { t590 = float(5.0e-5); } float t591 = (t577-t590); float t592 = (vf14/vf17); float t593 = (t592*float(0.5)); float t594 = (t593+float(0.5)); float t595 = (1*t58); float t596 = (t594+t595); float t597 = (vf15/vf17); float t598 = (t597*float(0.5)); float t599 = (t598+float(0.5)); float t600 = (0*t58); float t601 = (t599+t600); vec4 t602 = texture(s11,vec2(t596,t601)); bool t603 = (t591>t602.x); float t604; if(t603){ t604 = float(0.1); } else { t604 = float(1.0); } float t605 = (t574+t604); float t606 = (vf16/vf17); float t607 = (t606*float(0.5)); float t608 = (t607+float(0.5)); vec4 t609 = vec4(vf6,vf7,vf8,vf9); float t610 = (t331[0]-vf2); float t611 = (t331[1]-vf3); float t612 = (t331[2]-vf4); float t613 = (t331[3]-vf5); vec4 t614 = vec4(t610,t611,t612,t613); vec4 t615 = normalize(t614); vec4 t616 = vec4(t615[0],t615[1],t615[2],t615[3]); float t617 = dot(t609,t616); float t618 = (float(1.0)-t617); float t619 = (float(5.0e-4)*t618); bool t620 = (t619>=float(5.0e-5)); float t621; if(t620){ t621 = t619; } else { t621 = float(5.0e-5); } float t622 = (t608-t621); float t623 = (vf14/vf17); float t624 = (t623*float(0.5)); float t625 = (t624+float(0.5)); float t626 = (1*t58); float t627 = (t625+t626); float t628 = (vf15/vf17); float t629 = (t628*float(0.5)); float t630 = (t629+float(0.5)); float t631 = (1*t58); float t632 = (t630+t631); vec4 t633 = texture(s11,vec2(t627,t632)); bool t634 = (t622>t633.x); float t635; if(t634){ t635 = float(0.1); } else { t635 = float(1.0); } float t636 = (t605+t635); float t637 = (t636/9); float t638 = (t357*t637); float t639 = (0+0); float t640 = (0+t639); float t641 = (0+t640); float t642 = (0+t641); float t643 = (0+t642); float t644 = (0+t643); float t645 = (0+t644); float t646 = (t638+t645); float t647 = (t324+t646); float t648 = (u5.u24*t647); float t649 = (vf0/100000); float t650 = (vf1/100000); vec4 t651 = texture(s12,vec2(t649,t650)); float t652 = (u6.u12*t651.x); float t653 = (t648*t652); float t654 = (u7.u16*t36); float t655 = (t654*t323); float t656 = (u8.u16*t356); float t657 = (t656*t637); float t658 = (0+0); float t659 = (0+t658); float t660 = (0+t659); float t661 = (0+t660); float t662 = (0+t661); float t663 = (0+t662); float t664 = (0+t663); float t665 = (t657+t664); float t666 = (t655+t665); float t667 = (u5.u24*t666); float t668 = (u6.u16*t651.x); float t669 = (t667*t668); float t670 = (u7.u20*t36); float t671 = (t670*t323); float t672 = (u8.u20*t356); float t673 = (t672*t637); float t674 = (0+0); float t675 = (0+t674); float t676 = (0+t675); float t677 = (0+t676); float t678 = (0+t677); float t679 = (0+t678); float t680 = (0+t679); float t681 = (t673+t680); float t682 = (t671+t681); float t683 = (u5.u24*t682); float t684 = (u6.u20*t651.x); float t685 = (t683*t684); out0 = vec4(t653,t669,t685,1); vec3 t686 = vec3(t653,t669,t685); vec3 t687 = vec3(float(0.2126),float(0.7152),float(7.22e-2)); float t688 = dot(t686,t687); bool t689 = (t688>float(1.0)); float t690; float t691; float t692; if(t689){ t690 = t653; t691 = t669; t692 = t685; } else { t690 = 0; t691 = 0; t692 = 0; } out1 = vec4(t690,t691,t692,1); gl_FragDepth = gl_FragCoord[2]; }