{"size":851,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"uniform sampler2DShadow shadowMap;\n\nvoid main()\n{\n\n float s0 ;\n float sc = gl_TexCoord[1].q\/512.0;\n \n s0 = shadow2DProj(shadowMap, gl_TexCoord[1]).r;\n \/*\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, -sc, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, 0.0, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(-sc, sc, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, -sc, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, 0.0, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4( sc, sc, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(0.0, -sc, 0.0, 0.0)).r;\n s0 += shadow2DProj(shadowMap, gl_TexCoord[1]+vec4(0.0, sc, 0.0, 0.0)).r;\n \n s0 = s0 \/ 9.0;\n *\/\n s0 = (1.0 - s0)*0.64;\n \n gl_FragColor = vec4(s0, s0, s0, s0); \n}","avg_line_length":34.04,"max_line_length":74,"alphanum_fraction":0.6216216216} {"size":573,"ext":"frag","lang":"GLSL","max_stars_count":12.0,"content":"\n\/** Stores in output pixel the sum of 5 adjacent pixels of the input\n image. \n The height of the output image must be 1\/5th of the input image.\n\n *\/\n\n\/\/ (IN_TEX: VglImage* src, OUT_FBO: VglImage* dst)\n\nuniform sampler2D sampler0;\n\nuniform vec2 tex_size; \/\/ src->ipl->width, src->ipl->height\n\nvoid main(void){\n vec4 pix;\n vec4 chosen_val;\n\n chosen_val = vec4(0.0);\n\n for (int i = 0; i < 5; i++){\n pix = texture2D(sampler0, \n gl_TexCoord[0].xy + vec2(0, i - 2.0) \/ tex_size);\n chosen_val += pix;\n }\n gl_FragColor = chosen_val \/ 1.0;\n\n}\n","avg_line_length":20.4642857143,"max_line_length":69,"alphanum_fraction":0.6195462478} {"size":940,"ext":"shader","lang":"GLSL","max_stars_count":17.0,"content":"\ufeff\/\/ Toony Colors Pro+Mobile 2\n\/\/ (c) 2014-2016 Jean Moreno\n\n\nShader \"Toony Colors Pro 2\/Outline Only (SM2)\"\n{\n\tProperties\n\t{\n\t\t\/\/OUTLINE\n\t\t_Outline (\"Outline Width\", Float) = 1\n\t\t_OutlineColor (\"Outline Color\", Color) = (0.2, 0.2, 0.2, 1)\n\t\t\n\t\t\/\/If taking colors from texture\n\t\t_TexLod (\"#OUTLINETEX# Texture LOD\", Range(0,10)) = 5\n\t\t_MainTex (\"#OUTLINETEX# Texture (RGB)\", 2D) = \"white\" {}\n\t\t\n\t\t\/\/ZSmooth\n\t\t_ZSmooth (\"#OUTLINEZ# Z Correction\", Range(-3.0,3.0)) = -0.5\n\t\t\n\t\t\/\/Z Offset\n\t\t_Offset1 (\"#OUTLINEZ# Z Offset 1\", Float) = 0\n\t\t_Offset2 (\"#OUTLINEZ# Z Offset 2\", Float) = 0\n\t\t\n\t\t\/\/Blending\n\t\t_SrcBlendOutline (\"#BLEND# Blending Source\", Float) = 0\n\t\t_DstBlendOutline (\"#BLEND# Blending Dest\", Float) = 0\n\t}\n\t\n\tSubShader\n\t{\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjectors\"=\"True\" \"RenderType\"=\"Transparent\" }\n\t\t\n\t\tUsePass \"Hidden\/Toony Colors Pro 2\/Outline Only (Shader Model 2)\/OUTLINE\"\n\t}\n\t\n\tCustomEditor \"TCP2_OutlineInspector\"\n}\n","avg_line_length":24.7368421053,"max_line_length":85,"alphanum_fraction":0.6510638298} {"size":862,"ext":"shader","lang":"GLSL","max_stars_count":120.0,"content":"\ufeffShader \"LeapMotion\/Passthrough\/Background\" {\n SubShader {\n Tags {\"Queue\"=\"Background\" \"IgnoreProjector\"=\"True\"}\n\n Cull Off\n Zwrite Off\n Blend One Zero\n\n Pass{\n CGPROGRAM\n #pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB\n #include \"LeapCG.cginc\"\n #include \"UnityCG.cginc\"\n \n #pragma target 3.0\n \n #pragma vertex vert\n #pragma fragment frag\n \n uniform float _LeapGlobalColorSpaceGamma;\n\n struct frag_in{\n float4 position : SV_POSITION;\n float4 screenPos : TEXCOORD1;\n };\n\n frag_in vert(appdata_img v){\n frag_in o;\n o.position = mul(UNITY_MATRIX_MVP, v.vertex);\n o.screenPos = LeapGetWarpedScreenPos(o.position);\n return o;\n }\n\n float4 frag (frag_in i) : COLOR {\n return float4(LeapGetStereoColor(i.screenPos), 1);\n }\n\n ENDCG\n }\n } \n Fallback off\n}\n","avg_line_length":20.0465116279,"max_line_length":56,"alphanum_fraction":0.6403712297} {"size":597,"ext":"glsl","lang":"GLSL","max_stars_count":null,"content":"#ifdef FRAGMENT_SHADER\n\n#ifdef GL_ES\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n #else\n precision mediump float;\n #endif\n#endif\n\n#pragma include \"Pack.function.glsl\"\n\nuniform vec3 uPickingOrigin;\nuniform float uZFar;\n\nvarying vec3 vWorldPosition;\nvarying float vMergingMask;\n\nvoid main(void)\n{\n float distance = distance(uPickingOrigin, vWorldPosition);\n\n distance = clamp(distance \/ uZFar, 0.0, 1.0);\n\n vec4 color = vec4(packFloat8bitRGB(distance), 0.0);\n\n color.a = vMergingMask \/ 255.0;\n\n gl_FragColor = color;\n}\n\n#endif \/\/ FRAGMENT_SHADER\n","avg_line_length":18.0909090909,"max_line_length":62,"alphanum_fraction":0.7102177554} {"size":960,"ext":"frag","lang":"GLSL","max_stars_count":1.0,"content":"#version 460\n\nlayout (location = 0) in vec2 _uv;\n\nlayout (binding = 0) uniform sampler2D tex;\n\nlayout (location = 0) uniform int kernel_size;\nlayout (location = 1) uniform int pass = 0;\n\nlayout (location = 0) out vec4 _color;\n\n#define PI 3.1415926535897932384626433832795\n\nvoid main() {\n ivec2 tex_size = textureSize(tex, 0);\n vec2 uv_offset = vec2(pass == 0, pass == 1) \/ vec2(tex_size);\n\tfloat half_size = (kernel_size - 1) \/ 2.0;\n\tif (kernel_size <= 0) {\n _color = texture(tex, _uv);\n\t\treturn;\n\t}\n\n float sigma = kernel_size \/ 6.0;\n float sigma2 = 2.0 * sigma * sigma;\n float denom = 1.0 \/ sqrt(PI * sigma2);\n vec3 mean = vec3(0.0);\n float gauss_sum = 0.0;\n for (float i = -half_size; i <= half_size; i++) {\n float gauss = denom * exp(-(i * i) \/ sigma2);\n mean += gauss * texture(tex, _uv + uv_offset * vec2(i, i)).rgb;\n gauss_sum += gauss;\n }\n _color.rgb = mean \/ gauss_sum;\n _color.a = 1.0f;\n}\n","avg_line_length":26.6666666667,"max_line_length":71,"alphanum_fraction":0.6083333333} {"size":23966,"ext":"frag","lang":"GLSL","max_stars_count":695.0,"content":"\r\nuniform float m_Shininess;\r\nuniform vec4 g_LightDirection;\r\n\r\nvarying vec4 AmbientSum;\r\nvarying vec4 DiffuseSum;\r\nvarying vec4 SpecularSum;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec2 texCoord;\r\nvarying vec3 vPosition;\r\nvarying vec3 vnPosition;\r\nvarying vec3 vViewDir;\r\nvarying vec4 vLightDir;\r\nvarying vec4 vnLightDir;\r\nvarying vec3 lightVec;\r\n\r\n\r\n#ifdef DIFFUSEMAP\r\n uniform sampler2D m_DiffuseMap;\r\n#endif\r\n#ifdef DIFFUSEMAP_1\r\n uniform sampler2D m_DiffuseMap_1;\r\n#endif\r\n#ifdef DIFFUSEMAP_2\r\n uniform sampler2D m_DiffuseMap_2;\r\n#endif\r\n#ifdef DIFFUSEMAP_3\r\n uniform sampler2D m_DiffuseMap_3;\r\n#endif\r\n#ifdef DIFFUSEMAP_4\r\n uniform sampler2D m_DiffuseMap_4;\r\n#endif\r\n#ifdef DIFFUSEMAP_5\r\n uniform sampler2D m_DiffuseMap_5;\r\n#endif\r\n#ifdef DIFFUSEMAP_6\r\n uniform sampler2D m_DiffuseMap_6;\r\n#endif\r\n#ifdef DIFFUSEMAP_7\r\n uniform sampler2D m_DiffuseMap_7;\r\n#endif\r\n#ifdef DIFFUSEMAP_8\r\n uniform sampler2D m_DiffuseMap_8;\r\n#endif\r\n#ifdef DIFFUSEMAP_9\r\n uniform sampler2D m_DiffuseMap_9;\r\n#endif\r\n#ifdef DIFFUSEMAP_10\r\n uniform sampler2D m_DiffuseMap_10;\r\n#endif\r\n#ifdef DIFFUSEMAP_11\r\n uniform sampler2D m_DiffuseMap_11;\r\n#endif\r\n\r\n\r\n#ifdef DIFFUSEMAP_0_SCALE\r\n uniform float m_DiffuseMap_0_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_1_SCALE\r\n uniform float m_DiffuseMap_1_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_2_SCALE\r\n uniform float m_DiffuseMap_2_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_3_SCALE\r\n uniform float m_DiffuseMap_3_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_4_SCALE\r\n uniform float m_DiffuseMap_4_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_5_SCALE\r\n uniform float m_DiffuseMap_5_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_6_SCALE\r\n uniform float m_DiffuseMap_6_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_7_SCALE\r\n uniform float m_DiffuseMap_7_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_8_SCALE\r\n uniform float m_DiffuseMap_8_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_9_SCALE\r\n uniform float m_DiffuseMap_9_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_10_SCALE\r\n uniform float m_DiffuseMap_10_scale;\r\n#endif\r\n#ifdef DIFFUSEMAP_11_SCALE\r\n uniform float m_DiffuseMap_11_scale;\r\n#endif\r\n\r\n\r\n#ifdef ALPHAMAP\r\n uniform sampler2D m_AlphaMap;\r\n#endif\r\n#ifdef ALPHAMAP_1\r\n uniform sampler2D m_AlphaMap_1;\r\n#endif\r\n#ifdef ALPHAMAP_2\r\n uniform sampler2D m_AlphaMap_2;\r\n#endif\r\n\r\n#ifdef NORMALMAP\r\n uniform sampler2D m_NormalMap;\r\n#endif\r\n#ifdef NORMALMAP_1\r\n uniform sampler2D m_NormalMap_1;\r\n#endif\r\n#ifdef NORMALMAP_2\r\n uniform sampler2D m_NormalMap_2;\r\n#endif\r\n#ifdef NORMALMAP_3\r\n uniform sampler2D m_NormalMap_3;\r\n#endif\r\n#ifdef NORMALMAP_4\r\n uniform sampler2D m_NormalMap_4;\r\n#endif\r\n#ifdef NORMALMAP_5\r\n uniform sampler2D m_NormalMap_5;\r\n#endif\r\n#ifdef NORMALMAP_6\r\n uniform sampler2D m_NormalMap_6;\r\n#endif\r\n#ifdef NORMALMAP_7\r\n uniform sampler2D m_NormalMap_7;\r\n#endif\r\n#ifdef NORMALMAP_8\r\n uniform sampler2D m_NormalMap_8;\r\n#endif\r\n#ifdef NORMALMAP_9\r\n uniform sampler2D m_NormalMap_9;\r\n#endif\r\n#ifdef NORMALMAP_10\r\n uniform sampler2D m_NormalMap_10;\r\n#endif\r\n#ifdef NORMALMAP_11\r\n uniform sampler2D m_NormalMap_11;\r\n#endif\r\n\r\n\r\n#ifdef TRI_PLANAR_MAPPING\r\n varying vec4 wVertex;\r\n varying vec3 wNormal;\r\n#endif\r\n\r\n\r\n\r\nfloat tangDot(in vec3 v1, in vec3 v2){\r\n float d = dot(v1,v2);\r\n #ifdef V_TANGENT\r\n d = 1.0 - d*d;\r\n return step(0.0, d) * sqrt(d);\r\n #else\r\n return d;\r\n #endif\r\n}\r\n\r\n\r\nfloat lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){\r\n return max(0.0, dot(norm, lightdir));\r\n}\r\n\r\nfloat lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){\r\n #ifdef WARDISO\r\n \/\/ Isotropic Ward\r\n vec3 halfVec = normalize(viewdir + lightdir);\r\n float NdotH = max(0.001, tangDot(norm, halfVec));\r\n float NdotV = max(0.001, tangDot(norm, viewdir));\r\n float NdotL = max(0.001, tangDot(norm, lightdir));\r\n float a = tan(acos(NdotH));\r\n float p = max(shiny\/128.0, 0.001);\r\n return NdotL * (1.0 \/ (4.0*3.14159265*p*p)) * (exp(-(a*a)\/(p*p)) \/ (sqrt(NdotV * NdotL)));\r\n #else\r\n \/\/ Standard Phong\r\n vec3 R = reflect(-lightdir, norm);\r\n return pow(max(tangDot(R, viewdir), 0.0), shiny);\r\n #endif\r\n}\r\n\r\nvec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){\r\n float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);\r\n float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);\r\n\r\n if (m_Shininess <= 1.0) {\r\n specularFactor = 0.0; \/\/ should be one instruction on most cards ..\r\n }\r\n\r\n float att = vLightDir.w;\r\n\r\n return vec2(diffuseFactor, specularFactor) * vec2(att);\r\n}\r\n\r\n\r\n#ifdef ALPHAMAP\r\n\r\n vec4 calculateDiffuseBlend(in vec2 texCoord) {\r\n vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );\r\n \r\n #ifdef ALPHAMAP_1\r\n vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );\r\n #endif\r\n #ifdef ALPHAMAP_2\r\n vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );\r\n #endif\r\n\r\n vec4 diffuseColor0 = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);\r\n float transp = (1.0-diffuseColor0.a)*alphaBlend.r;\r\n vec4 diffuseColor = diffuseColor0*alphaBlend.r;\r\n \r\n #ifdef DIFFUSEMAP_1\r\n vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale);\r\n transp += (1.0-diffuseColor1.a)*alphaBlend.g;\r\n diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );\r\n \r\n #ifdef DIFFUSEMAP_2\r\n vec4 diffuseColor2 = texture2D(m_DiffuseMap_2, texCoord * m_DiffuseMap_2_scale);\r\n \ttransp += (1.0-diffuseColor2.a)*alphaBlend.b;\r\n \tdiffuseColor = mix( diffuseColor, diffuseColor2, alphaBlend.b );\r\n \r\n #ifdef DIFFUSEMAP_3\r\n vec4 diffuseColor3 = texture2D(m_DiffuseMap_3, texCoord * m_DiffuseMap_3_scale);\r\n \t transp += (1.0-diffuseColor3.a)*alphaBlend.a;\r\n diffuseColor = mix( diffuseColor, diffuseColor3, alphaBlend.a );\r\n \r\n #ifdef ALPHAMAP_1\r\n #ifdef DIFFUSEMAP_4\r\n vec4 diffuseColor4 = texture2D(m_DiffuseMap_4, texCoord * m_DiffuseMap_4_scale);\r\n \t\t\ttransp += (1.0-diffuseColor4.a)*alphaBlend1.r;\r\n diffuseColor = mix( diffuseColor, diffuseColor4, alphaBlend1.r );\r\n \r\n #ifdef DIFFUSEMAP_5\r\n vec4 diffuseColor5 = texture2D(m_DiffuseMap_5, texCoord * m_DiffuseMap_5_scale);\r\n\t\t\t transp += (1.0-diffuseColor5.a)*alphaBlend1.g;\r\n diffuseColor = mix( diffuseColor, diffuseColor5, alphaBlend1.g );\r\n \r\n #ifdef DIFFUSEMAP_6\r\n vec4 diffuseColor6 = texture2D(m_DiffuseMap_6, texCoord * m_DiffuseMap_6_scale);\r\n\t\t\t\t\ttransp += (1.0-diffuseColor6.a)*alphaBlend1.b;\r\n diffuseColor = mix( diffuseColor, diffuseColor6, alphaBlend1.b );\r\n \r\n #ifdef DIFFUSEMAP_7\r\n vec4 diffuseColor7 = texture2D(m_DiffuseMap_7, texCoord * m_DiffuseMap_7_scale);\r\n\t\t\t\t\t transp += (1.0-diffuseColor7.a)*alphaBlend1.a;\r\n diffuseColor = mix( diffuseColor, diffuseColor7, alphaBlend1.a );\r\n \r\n \r\n \r\n \r\n #ifdef ALPHAMAP_2\r\n #ifdef DIFFUSEMAP_8\r\n vec4 diffuseColor8 = texture2D(m_DiffuseMap_8, texCoord * m_DiffuseMap_8_scale);\r\n\t\t\t\t\t\t transp += diffuseColor8.a*alphaBlend2.r;\r\n diffuseColor = mix( diffuseColor, diffuseColor8, alphaBlend2.r );\r\n \r\n #ifdef DIFFUSEMAP_9\r\n vec4 diffuseColor9 = texture2D(m_DiffuseMap_9, texCoord * m_DiffuseMap_9_scale);\r\n \t\t\t\t\t\t transp += diffuseColor9.a*alphaBlend2.g;\r\n diffuseColor = mix( diffuseColor, diffuseColor9, alphaBlend2.g );\r\n \r\n #ifdef DIFFUSEMAP_10\r\n vec4 diffuseColor10 = texture2D(m_DiffuseMap_10, texCoord * m_DiffuseMap_10_scale);\r\n \t\t\t\t\t\t\t\ttransp += diffuseColor10.a*alphaBlend2.b;\r\n diffuseColor = mix( diffuseColor, diffuseColor10, alphaBlend2.b );\r\n \r\n #ifdef DIFFUSEMAP_11\r\n vec4 diffuseColor11 = texture2D(m_DiffuseMap_11, texCoord * m_DiffuseMap_11_scale);\r\n \t\t\t\t\t\t\t transp += diffuseColor11.a*alphaBlend2.a;\r\n diffuseColor = mix( diffuseColor, diffuseColor11, alphaBlend2.a );\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n diffuseColor.a = 1.0-transp;\r\n return diffuseColor;\r\n }\r\n\r\n vec3 calculateNormal(in vec2 texCoord) {\r\n vec3 normal = vec3(0,0,1);\r\n vec3 n = vec3(0,0,0);\r\n\r\n vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );\r\n\r\n #ifdef ALPHAMAP_1\r\n vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );\r\n #endif\r\n #ifdef ALPHAMAP_2\r\n vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );\r\n #endif\r\n\r\n #ifdef NORMALMAP\r\n n = texture2D(m_NormalMap, texCoord * m_DiffuseMap_0_scale).xyz;\r\n normal += n * alphaBlend.r;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.r;\r\n #endif\r\n\r\n #ifdef NORMALMAP_1\r\n n = texture2D(m_NormalMap_1, texCoord * m_DiffuseMap_1_scale).xyz;\r\n normal += n * alphaBlend.g;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.g;\r\n #endif\r\n\r\n #ifdef NORMALMAP_2\r\n n = texture2D(m_NormalMap_2, texCoord * m_DiffuseMap_2_scale).xyz;\r\n normal += n * alphaBlend.b;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.b;\r\n #endif\r\n\r\n #ifdef NORMALMAP_3\r\n n = texture2D(m_NormalMap_3, texCoord * m_DiffuseMap_3_scale).xyz;\r\n normal += n * alphaBlend.a;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.a;\r\n #endif\r\n\r\n #ifdef ALPHAMAP_1\r\n #ifdef NORMALMAP_4\r\n n = texture2D(m_NormalMap_4, texCoord * m_DiffuseMap_4_scale).xyz;\r\n normal += n * alphaBlend1.r;\r\n #endif\r\n\r\n #ifdef NORMALMAP_5\r\n n = texture2D(m_NormalMap_5, texCoord * m_DiffuseMap_5_scale).xyz;\r\n normal += n * alphaBlend1.g;\r\n #endif\r\n\r\n #ifdef NORMALMAP_6\r\n n = texture2D(m_NormalMap_6, texCoord * m_DiffuseMap_6_scale).xyz;\r\n normal += n * alphaBlend1.b;\r\n #endif\r\n\r\n #ifdef NORMALMAP_7\r\n n = texture2D(m_NormalMap_7, texCoord * m_DiffuseMap_7_scale).xyz;\r\n normal += n * alphaBlend1.a;\r\n #endif\r\n #endif\r\n\r\n #ifdef ALPHAMAP_2\r\n #ifdef NORMALMAP_8\r\n n = texture2D(m_NormalMap_8, texCoord * m_DiffuseMap_8_scale).xyz;\r\n normal += n * alphaBlend2.r;\r\n #endif\r\n\r\n #ifdef NORMALMAP_9\r\n n = texture2D(m_NormalMap_9, texCoord * m_DiffuseMap_9_scale);\r\n normal += n * alphaBlend2.g;\r\n #endif\r\n\r\n #ifdef NORMALMAP_10\r\n n = texture2D(m_NormalMap_10, texCoord * m_DiffuseMap_10_scale);\r\n normal += n * alphaBlend2.b;\r\n #endif\r\n\r\n #ifdef NORMALMAP_11\r\n n = texture2D(m_NormalMap_11, texCoord * m_DiffuseMap_11_scale);\r\n normal += n * alphaBlend2.a;\r\n #endif\r\n #endif\r\n\r\n normal = (normal.xyz * vec3(2.0) - vec3(1.0));\r\n return normalize(normal);\r\n }\r\n\r\n #ifdef TRI_PLANAR_MAPPING\r\n\r\n vec4 getTriPlanarBlend(in vec4 coords, in vec3 blending, in sampler2D map, in float scale) {\r\n vec4 col1 = texture2D( map, coords.yz * scale);\r\n vec4 col2 = texture2D( map, coords.xz * scale);\r\n vec4 col3 = texture2D( map, coords.xy * scale);\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex = col1 * blending.x + col2 * blending.y + col3 * blending.z;\r\n return tex;\r\n }\r\n\r\n vec4 calculateTriPlanarDiffuseBlend(in vec3 wNorm, in vec4 wVert, in vec2 texCoord) {\r\n \/\/ tri-planar texture bending factor for this fragment's normal\r\n vec3 blending = abs( wNorm );\r\n blending = (blending -0.2) * 0.7;\r\n blending = normalize(max(blending, 0.00001)); \/\/ Force weights to sum to 1.0 (very important!)\r\n float b = (blending.x + blending.y + blending.z);\r\n blending \/= vec3(b, b, b);\r\n\r\n \/\/ texture coords\r\n vec4 coords = wVert;\r\n\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex0 = getTriPlanarBlend(coords, blending, m_DiffuseMap, m_DiffuseMap_0_scale);\r\n\r\n #ifdef DIFFUSEMAP_1\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex1 = getTriPlanarBlend(coords, blending, m_DiffuseMap_1, m_DiffuseMap_1_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_2\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex2 = getTriPlanarBlend(coords, blending, m_DiffuseMap_2, m_DiffuseMap_2_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_3\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex3 = getTriPlanarBlend(coords, blending, m_DiffuseMap_3, m_DiffuseMap_3_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_4\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex4 = getTriPlanarBlend(coords, blending, m_DiffuseMap_4, m_DiffuseMap_4_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_5\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex5 = getTriPlanarBlend(coords, blending, m_DiffuseMap_5, m_DiffuseMap_5_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_6\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex6 = getTriPlanarBlend(coords, blending, m_DiffuseMap_6, m_DiffuseMap_6_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_7\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex7 = getTriPlanarBlend(coords, blending, m_DiffuseMap_7, m_DiffuseMap_7_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_8\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex8 = getTriPlanarBlend(coords, blending, m_DiffuseMap_8, m_DiffuseMap_8_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_9\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex9 = getTriPlanarBlend(coords, blending, m_DiffuseMap_9, m_DiffuseMap_9_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_10\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex10 = getTriPlanarBlend(coords, blending, m_DiffuseMap_10, m_DiffuseMap_10_scale);\r\n #endif\r\n #ifdef DIFFUSEMAP_11\r\n \/\/ blend the results of the 3 planar projections.\r\n vec4 tex11 = getTriPlanarBlend(coords, blending, m_DiffuseMap_11, m_DiffuseMap_11_scale);\r\n #endif\r\n\r\n vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );\r\n\r\n #ifdef ALPHAMAP_1\r\n vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );\r\n #endif\r\n #ifdef ALPHAMAP_2\r\n vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );\r\n #endif\r\n\r\n vec4 diffuseColor = tex0 * alphaBlend.r;\r\n #ifdef DIFFUSEMAP_1\r\n diffuseColor = mix( diffuseColor, tex1, alphaBlend.g );\r\n #ifdef DIFFUSEMAP_2\r\n diffuseColor = mix( diffuseColor, tex2, alphaBlend.b );\r\n #ifdef DIFFUSEMAP_3\r\n diffuseColor = mix( diffuseColor, tex3, alphaBlend.a );\r\n #ifdef ALPHAMAP_1\r\n #ifdef DIFFUSEMAP_4\r\n diffuseColor = mix( diffuseColor, tex4, alphaBlend1.r );\r\n #ifdef DIFFUSEMAP_5\r\n diffuseColor = mix( diffuseColor, tex5, alphaBlend1.g );\r\n #ifdef DIFFUSEMAP_6\r\n diffuseColor = mix( diffuseColor, tex6, alphaBlend1.b );\r\n #ifdef DIFFUSEMAP_7\r\n diffuseColor = mix( diffuseColor, tex7, alphaBlend1.a );\r\n #ifdef ALPHAMAP_2\r\n #ifdef DIFFUSEMAP_8\r\n diffuseColor = mix( diffuseColor, tex8, alphaBlend2.r );\r\n #ifdef DIFFUSEMAP_9\r\n diffuseColor = mix( diffuseColor, tex9, alphaBlend2.g );\r\n #ifdef DIFFUSEMAP_10\r\n diffuseColor = mix( diffuseColor, tex10, alphaBlend2.b );\r\n #ifdef DIFFUSEMAP_11\r\n diffuseColor = mix( diffuseColor, tex11, alphaBlend2.a );\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n #endif\r\n\r\n return diffuseColor;\r\n }\r\n\r\n vec3 calculateNormalTriPlanar(in vec3 wNorm, in vec4 wVert,in vec2 texCoord) {\r\n \/\/ tri-planar texture bending factor for this fragment's world-space normal\r\n vec3 blending = abs( wNorm );\r\n blending = (blending -0.2) * 0.7;\r\n blending = normalize(max(blending, 0.00001)); \/\/ Force weights to sum to 1.0 (very important!)\r\n float b = (blending.x + blending.y + blending.z);\r\n blending \/= vec3(b, b, b);\r\n\r\n \/\/ texture coords\r\n vec4 coords = wVert;\r\n vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );\r\n\r\n #ifdef ALPHAMAP_1\r\n vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );\r\n #endif\r\n #ifdef ALPHAMAP_2\r\n vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );\r\n #endif\r\n\r\n vec3 normal = vec3(0,0,1);\r\n vec3 n = vec3(0,0,0);\r\n\r\n #ifdef NORMALMAP\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap, m_DiffuseMap_0_scale).xyz;\r\n normal += n * alphaBlend.r;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.r;\r\n #endif\r\n\r\n #ifdef NORMALMAP_1\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_1, m_DiffuseMap_1_scale).xyz;\r\n normal += n * alphaBlend.g;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.g;\r\n #endif\r\n\r\n #ifdef NORMALMAP_2\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_2, m_DiffuseMap_2_scale).xyz;\r\n normal += n * alphaBlend.b;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.b;\r\n #endif\r\n\r\n #ifdef NORMALMAP_3\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_3, m_DiffuseMap_3_scale).xyz;\r\n normal += n * alphaBlend.a;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.a;\r\n #endif\r\n\r\n #ifdef ALPHAMAP_1\r\n #ifdef NORMALMAP_4\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_4, m_DiffuseMap_4_scale).xyz;\r\n normal += n * alphaBlend1.r;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.r;\r\n #endif\r\n\r\n #ifdef NORMALMAP_5\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_5, m_DiffuseMap_5_scale).xyz;\r\n normal += n * alphaBlend1.g;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.g;\r\n #endif\r\n\r\n #ifdef NORMALMAP_6\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_6, m_DiffuseMap_6_scale).xyz;\r\n normal += n * alphaBlend1.b;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.b;\r\n #endif\r\n\r\n #ifdef NORMALMAP_7\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_7, m_DiffuseMap_7_scale).xyz;\r\n normal += n * alphaBlend1.a;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.a;\r\n #endif\r\n #endif\r\n\r\n #ifdef ALPHAMAP_2\r\n #ifdef NORMALMAP_8\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_8, m_DiffuseMap_8_scale).xyz;\r\n normal += n * alphaBlend2.r;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.r;\r\n #endif\r\n\r\n #ifdef NORMALMAP_9\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_9, m_DiffuseMap_9_scale).xyz;\r\n normal += n * alphaBlend2.g;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.g;\r\n #endif\r\n\r\n #ifdef NORMALMAP_10\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_10, m_DiffuseMap_10_scale).xyz;\r\n normal += n * alphaBlend2.b;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.b;\r\n #endif\r\n\r\n #ifdef NORMALMAP_11\r\n n = getTriPlanarBlend(coords, blending, m_NormalMap_11, m_DiffuseMap_11_scale).xyz;\r\n normal += n * alphaBlend2.a;\r\n #else\r\n normal += vec3(0.5,0.5,1) * alphaBlend.a;\r\n #endif\r\n #endif\r\n\r\n normal = (normal.xyz * vec3(2.0) - vec3(1.0));\r\n return normalize(normal);\r\n }\r\n #endif\r\n\r\n#endif\r\n\r\n\r\n\r\nvoid main(){\r\n\r\n \/\/----------------------\r\n \/\/ diffuse calculations\r\n \/\/----------------------\r\n #ifdef DIFFUSEMAP\r\n #ifdef ALPHAMAP\r\n #ifdef TRI_PLANAR_MAPPING\r\n vec4 diffuseColor = calculateTriPlanarDiffuseBlend(wNormal, wVertex, texCoord);\r\n #else\r\n vec4 diffuseColor = calculateDiffuseBlend(texCoord);\r\n #endif\r\n #else\r\n vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord);\r\n #endif\r\n #else\r\n vec4 diffuseColor = vec4(1.0);\r\n #endif\r\n\r\n float spotFallOff = 1.0;\r\n if(g_LightDirection.w!=0.0){\r\n vec3 L=normalize(lightVec.xyz);\r\n vec3 spotdir = normalize(g_LightDirection.xyz);\r\n float curAngleCos = dot(-L, spotdir); \r\n float innerAngleCos = floor(g_LightDirection.w) * 0.001;\r\n float outerAngleCos = fract(g_LightDirection.w);\r\n float innerMinusOuter = innerAngleCos - outerAngleCos;\r\n\r\n spotFallOff = (curAngleCos - outerAngleCos) \/ innerMinusOuter;\r\n\r\n if(spotFallOff <= 0.0){\r\n gl_FragColor = AmbientSum * diffuseColor;\r\n return;\r\n }else{\r\n spotFallOff = clamp(spotFallOff, 0.0, 1.0);\r\n }\r\n }\r\n \r\n \/\/---------------------\r\n \/\/ normal calculations\r\n \/\/---------------------\r\n #if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3) || defined(NORMALMAP_4) || defined(NORMALMAP_5) || defined(NORMALMAP_6) || defined(NORMALMAP_7) || defined(NORMALMAP_8) || defined(NORMALMAP_9) || defined(NORMALMAP_10) || defined(NORMALMAP_11)\r\n #ifdef TRI_PLANAR_MAPPING\r\n vec3 normal = calculateNormalTriPlanar(wNormal, wVertex, texCoord);\r\n #else\r\n vec3 normal = calculateNormal(texCoord);\r\n #endif\r\n #else\r\n vec3 normal = vNormal;\r\n #endif\r\n\r\n\r\n \/\/-----------------------\r\n \/\/ lighting calculations\r\n \/\/-----------------------\r\n vec4 lightDir = vLightDir;\r\n lightDir.xyz = normalize(lightDir.xyz);\r\n\r\n vec2 light = computeLighting(vPosition, normal, vViewDir.xyz, lightDir.xyz)*spotFallOff;\r\n\r\n vec4 specularColor = vec4(1.0);\r\n\r\n \/\/--------------------------\r\n \/\/ final color calculations\r\n \/\/--------------------------\r\n gl_FragColor = AmbientSum * diffuseColor +\r\n DiffuseSum * diffuseColor * light.x +\r\n SpecularSum * specularColor * light.y;\r\n\r\n \/\/gl_FragColor.a = alpha;\r\n}","avg_line_length":34.885007278,"max_line_length":293,"alphanum_fraction":0.5874155053} {"size":1174,"ext":"shader","lang":"GLSL","max_stars_count":41.0,"content":"Shader \"FoxShaders\/pes3DFW_Goalnet_Tess_VR\" {\nProperties {\n\t_Base_Tex_SRGB(\"Base_Tex_SRGB\", 2D) = \"white\" {}\n\t_NormalMap_Tex_NRM(\"NormalMap_Tex_NRM\", 2D) = \"white\" {}\n\t_SpecularMap_Tex_LIN(\"SpecularMap_Tex_LIN\", 2D) = \"white\" {}\n\t_Cutoff (\"Alpha cutoff\", Range(0,1)) = 0.5\n}\n\nSubShader {\n\tTags {\"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"TransparentCutout\"}\n\tLOD 400\n\nCGPROGRAM\n#pragma surface surf BlinnPhong alphatest:_Cutoff\n#pragma target 3.0\n\nsampler2D _Base_Tex_SRGB;\nsampler2D _NormalMap_Tex_NRM;\nsampler2D _SpecularMap_Tex_LIN;\n\nstruct Input {\n\tfloat2 uv_Base_Tex_SRGB;\n\tfloat2 uv_NormalMap_Tex_NRM;\n\tfloat2 uv_SpecularMap_Tex_LIN;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 tex = tex2D(_Base_Tex_SRGB, IN.uv_Base_Tex_SRGB);\n\to.Albedo = tex.rgb;\n\to.Gloss = tex.a;\n\to.Alpha = tex.a;\n\tfixed4 normalTex = tex2D(_NormalMap_Tex_NRM, IN.uv_NormalMap_Tex_NRM);\n\tnormalTex.r = normalTex.a;\n\tnormalTex.g = 1.0f - normalTex.g;\n\tnormalTex.b = 1.0f;\n\tnormalTex.a = 1.0f;\n\to.Normal = UnpackNormal(normalTex);\n\tfixed4 specularTex = tex2D(_SpecularMap_Tex_LIN, IN.uv_SpecularMap_Tex_LIN);\n\to.Specular = specularTex.r;\n}\nENDCG\n}\n\nFallBack \"Standard\"\n}","avg_line_length":26.0888888889,"max_line_length":85,"alphanum_fraction":0.7555366269} {"size":1849,"ext":"vert","lang":"GLSL","max_stars_count":2151.0,"content":"\n\/*\n** Copyright (c) 2012 The Khronos Group Inc.\n**\n** Permission is hereby granted, free of charge, to any person obtaining a\n** copy of this software and\/or associated documentation files (the\n** \"Materials\"), to deal in the Materials without restriction, including\n** without limitation the rights to use, copy, modify, merge, publish,\n** distribute, sublicense, and\/or sell copies of the Materials, and to\n** permit persons to whom the Materials are furnished to do so, subject to\n** the following conditions:\n**\n** The above copyright notice and this permission notice shall be included\n** in all copies or substantial portions of the Materials.\n**\n** THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n*\/\n\n\nattribute vec4 gtf_Color;\nattribute vec4 gtf_Vertex;\nuniform mat4 gtf_ModelViewProjectionMatrix;\nvarying vec4 color;\n\nvoid main (void)\n{\n\tconst float M_PI = 3.14159265358979323846;\n\n\t\/\/ Both are unit vectors\n\tvec2 v1;\n\tvec2 v2 = normalize(vec2(1.0, 1.0));\n\n\tfloat theta = gtf_Color.g * 2.0 * M_PI;\n\tfloat phi = gtf_Color.b * 2.0 * M_PI;\n\tv1.x = cos(theta) * sin(phi);\n\tv1.y = sin(theta) * sin(phi);\n\n\tvec2 result;\n\tfloat eta = 0.5;\n\tfloat k = 1.0 - eta * eta * (1.0 - dot(v1, v2) * dot(v1, v2));\n\tif(k < 0.0)\n\t\tresult = vec2(0.0);\n\telse\n\t\tresult = eta * v1 - (eta * dot(v1, v2) + sqrt(k)) * v2;\n\n\tcolor = vec4((result + 1.0) \/ 2.0, 0.0, 1.0);\n\tgl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;\n}\n","avg_line_length":33.6181818182,"max_line_length":74,"alphanum_fraction":0.714440238} {"size":654,"ext":"vert","lang":"GLSL","max_stars_count":1.0,"content":"\/* Billboard vertex shader implementation *\/\n\/\/VTK::ValuePass::Impl\n\n\ncenteredVertexMC = vertexMC.xyz - center;\nscalingFactor = 1. \/ abs(centeredVertexMC.x);\ncenteredVertexMC *= scalingFactor;\n\nvec2 billboardSize = vec2(scalingFactor, scalingFactor);\n\nvec3 cameraRightWorldSpace = vec3(MCVCMatrix[0][0], MCVCMatrix[1][0], MCVCMatrix[2][0]);\nvec3 cameraUpWorldSpace = vec3(MCVCMatrix[0][1], MCVCMatrix[1][1], MCVCMatrix[2][1]);\nvec3 vertexPositionWorldSpace = center + cameraRightWorldSpace * billboardSize.x * centeredVertexMC.x + cameraUpWorldSpace * billboardSize.y * centeredVertexMC.y;\ngl_Position = MCDCMatrix * vec4(vertexPositionWorldSpace, 1.);\n","avg_line_length":43.6,"max_line_length":162,"alphanum_fraction":0.7737003058} {"size":1467,"ext":"glsl","lang":"GLSL","max_stars_count":1.0,"content":"\/*\nauthor: Patricio Gonzalez Vivo\ndescription: Simpler chroma spectrum \nuse: chroma( value)\nlicense: |\n Copyright (c) 2021 Patricio Gonzalez Vivo.\n Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the \"Software\"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and\/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:\n The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \n*\/\n\n#ifndef FNC_CHROMA\n#define FNC_CHROMA\n\nvec3 chroma(float x) {\n float delta = 0.5;\n vec3 color = vec3(1.0);\n float freq = x * -3.1415;\n color.r = sin(freq - delta);\n color.g = sin(freq);\n color.b = sin(freq + delta);\n return pow(color, vec3(4.0));\n}\n\n#endif","avg_line_length":58.68,"max_line_length":466,"alphanum_fraction":0.7552828903} {"size":5852,"ext":"shader","lang":"GLSL","max_stars_count":1.0,"content":"\ufeffShader \"UI\/TranslucentImage\"\r\n{\r\n Properties\r\n {\r\n [PerRendererData] _MainTex(\"Sprite Texture\", 2D) = \"white\" {}\r\n [HideInInspector] _BlurTex(\"Blur Texture\", 2D) = \"gray\" {}\r\n\r\n _Vibrancy(\"Vibrancy\", Float) = 1\r\n _Brightness(\"Brightness\", Float) = 0\r\n _Flatten(\"Flatten\", Float) = 0\r\n\r\n _StencilComp(\"Stencil Comparison\", Float) = 8\r\n _Stencil(\"Stencil ID\", Float) = 0\r\n _StencilOp(\"Stencil Operation\", Float) = 0\r\n _StencilWriteMask(\"Stencil Write Mask\", Float) = 255\r\n _StencilReadMask(\"Stencil Read Mask\", Float) = 255\r\n\r\n _ColorMask(\"Color Mask\", Float) = 15\r\n\r\n [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\r\n }\r\n\r\n SubShader\r\n {\r\n Tags\r\n {\r\n \"Queue\"= \"Transparent\"\r\n \"IgnoreProjector\"= \"True\"\r\n \"RenderType\"= \"Transparent\"\r\n \"PreviewType\"= \"Plane\"\r\n \"CanUseSpriteAtlas\"= \"True\"\r\n }\r\n\r\n Stencil\r\n {\r\n Ref[_Stencil]\r\n Comp[_StencilComp]\r\n Pass[_StencilOp]\r\n ReadMask[_StencilReadMask]\r\n WriteMask[_StencilWriteMask]\r\n }\r\n\r\n Cull Off\t\r\n Lighting Off\r\n ZWrite Off\r\n ZTest[unity_GUIZTestMode]\r\n Blend SrcAlpha OneMinusSrcAlpha\r\n ColorMask[_ColorMask]\r\n\r\n Pass\r\n {\r\n CGPROGRAM\r\n #pragma vertex vert\r\n #pragma fragment frag\r\n \r\n #include \"UnityCG.cginc\"\r\n #include \"UnityUI.cginc\"\r\n \r\n #pragma multi_compile __ UNITY_UI_CLIP_RECT\r\n #pragma multi_compile __ UNITY_UI_ALPHACLIP\r\n \r\n struct appdata\r\n {\r\n half4 vertex : POSITION;\r\n half4 color : COLOR;\r\n half2 texcoord : TEXCOORD0;\r\n half2 extraData : TEXCOORD1;\r\n UNITY_VERTEX_INPUT_INSTANCE_ID\r\n };\r\n \r\n struct v2f\r\n {\r\n half4 vertex : SV_POSITION;\r\n half4 color : COLOR;\r\n half2 texcoord : TEXCOORD0;\r\n half4 worldPosition : TEXCOORD1;\r\n float4 blurTexcoord : TEXCOORD2;\r\n half2 extraData : TEXCOORD3;\r\n UNITY_VERTEX_OUTPUT_STEREO\r\n };\r\n \r\n fixed4 _TextureSampleAdd;\r\n half4 _ClipRect;\r\n \/\/xMin, yMin, xMax, yMax\r\n half4 _CropRegion;\r\n \r\n half2 getCroppedCoord(half2 screenCoord)\r\n {\r\n return (screenCoord - _CropRegion.xy)\/(_CropRegion.zw - _CropRegion.xy);\r\n }\r\n \r\n v2f vert(appdata IN)\r\n {\r\n v2f OUT;\r\n \r\n UNITY_SETUP_INSTANCE_ID(IN);\r\n UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\r\n \r\n OUT.worldPosition = IN.vertex;\r\n OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);\r\n \r\n #ifdef UNITY_HALF_TEXEL_OFFSET\r\n OUT.vertex.xy += (_ScreenParams.zw - 1.0)*half2(-1,1);\r\n #endif\r\n \r\n OUT.color = IN.color;\r\n OUT.texcoord = IN.texcoord;\t\t\t \r\n OUT.blurTexcoord = ComputeScreenPos(OUT.vertex);\r\n\/\/ OUT.blurTexcoord.xy = getCroppedCoord(OUT.blurTexcoord.xy);\r\n OUT.extraData = IN.extraData;\r\n \r\n return OUT;\r\n }\r\n sampler2D _MainTex;\r\n sampler2D _BlurTex;\r\n uniform half _Vibrancy;\r\n uniform half _Flatten;\r\n uniform half _Brightness;\r\n \r\n half4 frag(v2f IN) : SV_Target\r\n {\r\n \/\/Overlay\r\n half4 foregroundColor = tex2D(_MainTex, IN.texcoord.xy) + _TextureSampleAdd; \r\n foregroundColor *= IN.color;\r\n \r\n half2 blurTexcoord = IN.blurTexcoord.xy \/ IN.blurTexcoord.w; \r\n blurTexcoord = getCroppedCoord(blurTexcoord);\r\n \r\n half3 backgroundColor = tex2D(_BlurTex, blurTexcoord).rgb; \r\n \r\n \/\/saturate help keep color in range \r\n \/\/Exclusion blend\r\n half3 fgScaled = lerp(0, foregroundColor.rgb * IN.extraData[0], _Flatten);\r\n backgroundColor = saturate(backgroundColor + fgScaled - 2 * fgScaled * backgroundColor);\r\n \r\n \/\/Vibrancy\r\n backgroundColor = saturate(lerp(Luminance(backgroundColor), backgroundColor, _Vibrancy));\r\n \r\n \/\/Brightness\r\n backgroundColor = saturate(backgroundColor + _Brightness);\r\n \r\n \r\n \/\/Alpha blend with backgroundColor\r\n half4 color = half4 (\r\n lerp(backgroundColor, foregroundColor.rgb, IN.extraData[0]),\r\n foregroundColor.a\r\n );\r\n \r\n \r\n\/\/ #ifdef UNITY_UI_CLIP_RECT\r\n color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);\r\n\/\/ #endif\r\n \r\n #ifdef UNITY_UI_ALPHACLIP\r\n clip(color.a - 0.001);\r\n #endif\r\n \r\n return color;\r\n }\r\n ENDCG\r\n }\r\n }\r\n}\r\n","avg_line_length":35.6829268293,"max_line_length":117,"alphanum_fraction":0.4511278195} {"size":313,"ext":"frag","lang":"GLSL","max_stars_count":135.0,"content":"#version 330\n\nnoperspective in vec3 edgeDistance;\n\nout vec4 fragColor;\n\n\/\/ Defined in Wireframe.frag.\nfloat WireframeIntensity(vec3 distanceToEdges);\n\nvoid main() {\n vec3 edgeColor = vec3(1);\n float intensity = WireframeIntensity(edgeDistance);\n fragColor.rgb = edgeColor;\n fragColor.a = intensity;\n}\n","avg_line_length":19.5625,"max_line_length":55,"alphanum_fraction":0.7380191693} {"size":30894,"ext":"fsh","lang":"GLSL","max_stars_count":null,"content":"CodeSystem: OMIM\nId: omim\nTitle: \"Online Mendelian Inheritance in Man\"\nDescription: \"An online database that describes the function and phenotypes associated with human genes\"\n* ^url = $omim\n* ^status = #draft\n* ^experimental = false\n* ^caseSensitive = true\n* ^content = #fragment\n* ^count = 497\n* #OMIM:613801 \"Retinitis pigmentosa-40\"\n* #OMIM:213300 \"Joubert syndrome 1\"\n* #OMIM:615780 \"Retinitis pigmentosa 69\"\n* #OMIM:613826 \"Leber congenital amaurosis 6\"\n* #OMIM:310200 \"Duchenne muscular dystrophy\"\n* #OMIM:617194 \"Lethal congenital contracture syndrome 11\"\n* #OMIM:105400 \"AMYOTROPHIC LATERAL SCLEROSIS 1; ALS1\"\n* #OMIM:108120 \"ARTHROGRYPOSIS, DISTAL, TYPE 1A; DA1A\"\n* #OMIM:114300 \"ARTHROGRYPOSIS, DISTAL, TYPE 3; DA3\"\n* #OMIM:115195 \"CARDIOMYOPATHY, FAMILIAL HYPERTROPHIC, 2; CMH2\"\n* #OMIM:115196 \"CARDIOMYOPATHY, FAMILIAL HYPERTROPHIC, 3; CMH3\"\n* #OMIM:115197 \"CARDIOMYOPATHY, FAMILIAL HYPERTROPHIC, 4; CMH4\"\n* #OMIM:115200 \"CARDIOMYOPATHY, DILATED, 1A; CMD1A\"\n* #OMIM:117000 \"CENTRAL CORE DISEASE OF MUSCLE; CCD\"\n* #OMIM:117360 \"SPINOCEREBELLAR ATAXIA 29; SCA29\"\n* #OMIM:119530 \"OROFACIAL CLEFT 1; OFC1\"\n* #OMIM:122470 \"CORNELIA DE LANGE SYNDROME 1; CDLS1\"\n* #OMIM:130600 \"ELLIPTOCYTOSIS 2; EL2\"\n* #OMIM:135900 \"COFFIN-SIRIS SYNDROME 1; CSS1\"\n* #OMIM:136140 \"FLOATING-HARBOR SYNDROME; FLHS\"\n* #OMIM:137920 \"RENAL CYSTS AND DIABETES SYNDROME; RCAD\"\n* #OMIM:139090 \"GRAY PLATELET SYNDROME; GPS\"\n* #OMIM:139210 \"MYHRE SYNDROME; MYHRS\"\n* #OMIM:143095 \"SPONDYLOEPIPHYSEAL DYSPLASIA WITH CONGENITAL JOINT DISLOCATIONS; SEDCJD\"\n* #OMIM:143465 \"ATTENTION DEFICIT-HYPERACTIVITY DISORDER; ADHD\"\n* #OMIM:147891 \"ISCHIOCOXOPODOPATELLAR SYNDROME WITH OR WITHOUT PULMONARY ARTERIAL HYPERTENSION; ICPPS\"\n* #OMIM:147920 \"KABUKI SYNDROME 1; KABUK1\"\n* #OMIM:148050 \"KBG SYNDROME; KBGS\"\n* #OMIM:149400 \"HYPEREKPLEXIA 1; HKPX1\"\n* #OMIM:152950 \"MICROCEPHALY WITH OR WITHOUT CHORIORETINOPATHY, LYMPHEDEMA, OR MENTAL RETARDATION; MCLMR\"\n* #OMIM:153670 \"BERNARD-SOULIER SYNDROME, TYPE A2, AUTOSOMAL DOMINANT; BSSA2\"\n* #OMIM:154400 \"ACROFACIAL DYSOSTOSIS 1, NAGER TYPE; AFD1\"\n* #OMIM:154700 \"MARFAN SYNDROME; MFS\"\n* #OMIM:155310 \"VISCERAL MYOPATHY; VSCM\"\n* #OMIM:158590 \"NEURONOPATHY, DISTAL HEREDITARY MOTOR, TYPE IIA; HMN2A\"\n* #OMIM:158810 \"BETHLEM MYOPATHY 1; BTHLM1\"\n* #OMIM:159550 \"ATAXIA-PANCYTOPENIA SYNDROME; ATXPC\"\n* #OMIM:160150 \"MYOPATHY, CENTRONUCLEAR, 1; CNM1\"\n* #OMIM:160500 \"MYOPATHY, DISTAL, 1; MPD1\"\n* #OMIM:160800 \"MYOTONIA CONGENITA, AUTOSOMAL DOMINANT\"\n* #OMIM:160900 \"MYOTONIC DYSTROPHY 1; DM1\"\n* #OMIM:161800 \"NEMALINE MYOPATHY 3; NEM3\"\n* #OMIM:163950 \"NOONAN SYNDROME 1; NS1\"\n* #OMIM:178110 \"CONTRACTURES, PTERYGIA, AND SPONDYLOCARPOTARSAL FUSION SYNDROME 1A; CPSFS1A\"\n* #OMIM:178500 \"PULMONARY FIBROSIS, IDIOPATHIC; IPF\"\n* #OMIM:180100 \"RETINITIS PIGMENTOSA 1; RP1\"\n* #OMIM:180849 \"RUBINSTEIN-TAYBI SYNDROME 1; RSTS1\"\n* #OMIM:181430 \"SCAPULOPERONEAL MYOPATHY, MYH7-RELATED; SPMM\"\n* #OMIM:182601 \"SPASTIC PARAPLEGIA 4, AUTOSOMAL DOMINANT; SPG4\"\n* #OMIM:188000 \"THROMBOCYTOPENIA 2; THC2\"\n* #OMIM:191480 \"UNCOMBABLE HAIR SYNDROME 1; UHS1\"\n* #OMIM:203800 \"ALSTROM SYNDROME; ALMS\"\n* #OMIM:204200 \"CEROID LIPOFUSCINOSIS, NEURONAL, 3; CLN3\"\n* #OMIM:204500 \"CEROID LIPOFUSCINOSIS, NEURONAL, 2; CLN2\"\n* #OMIM:205100 \"AMYOTROPHIC LATERAL SCLEROSIS 2, JUVENILE; ALS2\"\n* #OMIM:206900 \"MICROPHTHALMIA, SYNDROMIC 3; MCOPS3\"\n* #OMIM:208900 \"ATAXIA-TELANGIECTASIA; AT\"\n* #OMIM:209850 \"AUTISM\"\n* #OMIM:209900 \"BARDET-BIEDL SYNDROME 1; BBS1\"\n* #OMIM:210000 \"BEHR SYNDROME; BEHRS\"\n* #OMIM:210720 \"MICROCEPHALIC OSTEODYSPLASTIC PRIMORDIAL DWARFISM, TYPE II; MOPD2\"\n* #OMIM:210900 \"BLOOM SYNDROME; BLM\"\n* #OMIM:212065 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE Ia; CDG1A\"\n* #OMIM:212066 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE IIa; CDG2A\"\n* #OMIM:214500 \"CHEDIAK-HIGASHI SYNDROME; CHS\"\n* #OMIM:214800 \"CHARGE SYNDROME\"\n* #OMIM:215500 \"CHOROIDAL DYSTROPHY, CENTRAL AREOLAR, 1; CACD1\"\n* #OMIM:216400 \"COCKAYNE SYNDROME A; CSA\"\n* #OMIM:216550 \"COHEN SYNDROME; COH1\"\n* #OMIM:217080 \"JALILI SYNDROME\"\n* #OMIM:217980 \"CORPUS CALLOSUM, AGENESIS OF, WITH FACIAL ANOMALIES AND ROBIN SEQUENCE\"\n* #OMIM:218340 \"TEMTAMY SYNDROME; TEMTYS\"\n* #OMIM:219200 \"CUTIS LAXA, AUTOSOMAL RECESSIVE, TYPE IIA; ARCL2A\"\n* #OMIM:224050 \"CEREBELLAR ATAXIA, MENTAL RETARDATION, AND DYSEQUILIBRIUM SYNDROME 1; CAMRQ1\"\n* #OMIM:224690 \"MEIER-GORLIN SYNDROME 1; MGORS1\"\n* #OMIM:225753 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 4; PCH4\"\n* #OMIM:225790 \"PROLIFERATIVE VASCULOPATHY AND HYDRANENCEPHALY-HYDROCEPHALY SYNDROME; PVHH\"\n* #OMIM:227650 \"FANCONI ANEMIA, COMPLEMENTATION GROUP A; FANCA\"\n* #OMIM:229600 \"FRUCTOSE INTOLERANCE, HEREDITARY; HFI\"\n* #OMIM:230000 \"FUCOSIDOSIS\"\n* #OMIM:230500 \"GM1-GANGLIOSIDOSIS, TYPE I\"\n* #OMIM:232300 \"GLYCOGEN STORAGE DISEASE II; GSD2\"\n* #OMIM:232600 \"GLYCOGEN STORAGE DISEASE V; GSD5\"\n* #OMIM:234200 \"NEURODEGENERATION WITH BRAIN IRON ACCUMULATION 1; NBIA1\"\n* #OMIM:234500 \"HARTNUP DISORDER; HND\"\n* #OMIM:236000 \"LYMPHOMA, HODGKIN, CLASSIC; CHL\"\n* #OMIM:236600 \"HYDROCEPHALUS, CONGENITAL, 1; HYC1\"\n* #OMIM:236792 \"L-2-HYDROXYGLUTARIC ACIDURIA; L2HGA\"\n* #OMIM:243310 \"BARAITSER-WINTER SYNDROME 1; BRWS1\"\n* #OMIM:244450 \"KAUFMAN OCULOCEREBROFACIAL SYNDROME; KOS\"\n* #OMIM:245200 \"KRABBE DISEASE\"\n* #OMIM:245359 \"missing\"\n* #OMIM:248200 \"STARGARDT DISEASE 1; STGD1\"\n* #OMIM:248700 \"MARDEN-WALKER SYNDROME; MWKS\"\n* #OMIM:249000 \"MECKEL SYNDROME, TYPE 1; MKS1\"\n* #OMIM:249900 \"METACHROMATIC LEUKODYSTROPHY DUE TO SAPOSIN B DEFICIENCY\"\n* #OMIM:250100 \"METACHROMATIC LEUKODYSTROPHY; MLD\"\n* #OMIM:250620 \"3-HYDROXYISOBUTYRYL-CoA HYDROLASE DEFICIENCY; HIBCHD\"\n* #OMIM:251200 \"MICROCEPHALY 1, PRIMARY, AUTOSOMAL RECESSIVE; MCPH1\"\n* #OMIM:251260 \"NIJMEGEN BREAKAGE SYNDROME; NBS\"\n* #OMIM:251280 \"DIENCEPHALIC-MESENCEPHALIC JUNCTION DYSPLASIA SYNDROME 1; DMJDS1\"\n* #OMIM:251290 \"PSEUDO-TORCH SYNDROME 1; PTORCH1\"\n* #OMIM:251300 \"GALLOWAY-MOWAT SYNDROME 1; GAMOS1\"\n* #OMIM:252010 \"MITOCHONDRIAL COMPLEX I DEFICIENCY, NUCLEAR TYPE 1; MC1DN1\"\n* #OMIM:252160 \"MOLYBDENUM COFACTOR DEFICIENCY, COMPLEMENTATION GROUP B; MOCODB\"\n* #OMIM:252920 \"MUCOPOLYSACCHARIDOSIS, TYPE IIIB; MPS3B\"\n* #OMIM:253250 \"MULIBREY NANISM\"\n* #OMIM:253600 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 1; LGMDR1\"\n* #OMIM:253601 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 2; LGMDR2\"\n* #OMIM:253700 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 5; LGMDR5\"\n* #OMIM:254090 \"ULLRICH CONGENITAL MUSCULAR DYSTROPHY 1; UCMD1\"\n* #OMIM:254110 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 8; LGMDR8\"\n* #OMIM:254300 \"MYASTHENIC SYNDROME, CONGENITAL, 10; CMS10\"\n* #OMIM:254780 \"MYOCLONIC EPILEPSY OF LAFORA\"\n* #OMIM:254940 \"CAREY-FINEMAN-ZITER SYNDROME; CFZS\"\n* #OMIM:255310 \"MYOPATHY, CONGENITAL, WITH FIBER-TYPE DISPROPORTION; CFTD\"\n* #OMIM:255320 \"MINICORE MYOPATHY WITH EXTERNAL OPHTHALMOPLEGIA\"\n* #OMIM:255800 \"SCHWARTZ-JAMPEL SYNDROME, TYPE 1; SJS1\"\n* #OMIM:256000 \"LEIGH SYNDROME; LS\"\n* #OMIM:256300 \"NEPHROTIC SYNDROME, TYPE 1; NPHS1\"\n* #OMIM:256600 \"NEURODEGENERATION WITH BRAIN IRON ACCUMULATION 2A; NBIA2A\"\n* #OMIM:256700 \"NEUROBLASTOMA, SUSCEPTIBILITY TO, 1; NBLST1\"\n* #OMIM:256730 \"CEROID LIPOFUSCINOSIS, NEURONAL, 1; CLN1\"\n* #OMIM:256731 \"CEROID LIPOFUSCINOSIS, NEURONAL, 5; CLN5\"\n* #OMIM:256800 \"INSENSITIVITY TO PAIN, CONGENITAL, WITH ANHIDROSIS; CIPA\"\n* #OMIM:256850 \"GIANT AXONAL NEUROPATHY 1, AUTOSOMAL RECESSIVE; GAN1\"\n* #OMIM:257220 \"NIEMANN-PICK DISEASE, TYPE C1; NPC1\"\n* #OMIM:257320 \"LISSENCEPHALY 2; LIS2\"\n* #OMIM:260400 \"SHWACHMAN-DIAMOND SYNDROME 1; SDS1\"\n* #OMIM:260565 \"PEHO SYNDROME; PEHO\"\n* #OMIM:261630 \"HYPERPHENYLALANINEMIA, BH4-DEFICIENT, C; HPABH4C\"\n* #OMIM:262500 \"LARON SYNDROME\"\n* #OMIM:263200 \"POLYCYSTIC KIDNEY DISEASE 4 WITH OR WITHOUT POLYCYSTIC LIVER DISEASE; PKD4\"\n* #OMIM:265000 \"MULTIPLE PTERYGIUM SYNDROME, ESCOBAR VARIANT; EVMPS\"\n* #OMIM:266100 \"EPILEPSY, PYRIDOXINE-DEPENDENT; EPD\"\n* #OMIM:266265 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE IIc; CDG2C\"\n* #OMIM:266500 \"REFSUM DISEASE, CLASSIC\"\n* #OMIM:266510 \"PEROXISOME BIOGENESIS DISORDER 3B; PBD3B\"\n* #OMIM:268800 \"SANDHOFF DISEASE\"\n* #OMIM:270200 \"SJOGREN-LARSSON SYNDROME; SLS\"\n* #OMIM:270800 \"SPASTIC PARAPLEGIA 5A, AUTOSOMAL RECESSIVE; SPG5A\"\n* #OMIM:271900 \"CANAVAN DISEASE\"\n* #OMIM:272800 \"TAY-SACHS DISEASE; TSD\"\n* #OMIM:273300 \"TESTICULAR GERM CELL TUMOR; TGCT\"\n* #OMIM:274000 \"THROMBOCYTOPENIA-ABSENT RADIUS SYNDROME; TAR\"\n* #OMIM:276901 \"USHER SYNDROME, TYPE IIA; USH2A\"\n* #OMIM:277470 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 2A; PCH2A\"\n* #OMIM:300029 \"RETINITIS PIGMENTOSA 3; RP3\"\n* #OMIM:300067 \"LISSENCEPHALY, X-LINKED, 1; LISX1\"\n* #OMIM:300088 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 9; DEE9\"\n* #OMIM:300100 \"ADRENOLEUKODYSTROPHY; ALD\"\n* #OMIM:300376 \"MUSCULAR DYSTROPHY, BECKER TYPE; BMD\"\n* #OMIM:300387 \"MENTAL RETARDATION, X-LINKED 63; MRX63\"\n* #OMIM:300476 \"CONE-ROD DYSTROPHY, X-LINKED, 3; CORDX3\"\n* #OMIM:300486 \"MENTAL RETARDATION, X-LINKED, WITH CEREBELLAR HYPOPLASIA AND DISTINCTIVE FACIAL APPEARANCE\"\n* #OMIM:300495 \"AUTISM, SUSCEPTIBILITY TO, X-LINKED 2; AUTSX2\"\n* #OMIM:300523 \"ALLAN-HERNDON-DUDLEY SYNDROME; AHDS\"\n* #OMIM:300534 \"MENTAL RETARDATION, X-LINKED, SYNDROMIC, CLAES-JENSEN TYPE; MRXSCJ\"\n* #OMIM:300695 \"SCAPULOPERONEAL MYOPATHY, X-LINKED DOMINANT; SPM\"\n* #OMIM:300749 \"MENTAL RETARDATION AND MICROCEPHALY WITH PONTINE AND CEREBELLAR HYPOPLASIA; MICPCH\"\n* #OMIM:300804 \"JOUBERT SYNDROME 10; JBTS10\"\n* #OMIM:300881 \"MOVED TO 615777\"\n* #OMIM:300882 \"CORNELIA DE LANGE SYNDROME 5; CDLS5\"\n* #OMIM:300894 \"NEURODEGENERATION WITH BRAIN IRON ACCUMULATION 5; NBIA5\"\n* #OMIM:300908 \"ANEMIA, NONSPHEROCYTIC HEMOLYTIC, DUE TO G6PD DEFICIENCY\"\n* #OMIM:300957 \"MENTAL RETARDATION, X-LINKED 12; MRX12\"\n* #OMIM:300958 \"INTELLECTUAL DEVELOPMENTAL DISORDER, X-LINKED, SYNDROMIC, SNIJDERS BLOK TYPE; MRXSSB\"\n* #OMIM:300966 \"MENTAL RETARDATION, X-LINKED, SYNDROMIC 33; MRXS33\"\n* #OMIM:300968 \"MENTAL RETARDATION, X-LINKED 99, SYNDROMIC, FEMALE-RESTRICTED; MRXS99F\"\n* #OMIM:300983 \"MENTAL RETARDATION, X-LINKED 104; MRX104\"\n* #OMIM:300986 \"MENTAL RETARDATION, X-LINKED, SYNDROMIC, BAIN TYPE; MRXSB\"\n* #OMIM:301050 \"ALPORT SYNDROME 1, X-LINKED; ATS1\"\n* #OMIM:301310 \"ANEMIA, SIDEROBLASTIC, AND SPINOCEREBELLAR ATAXIA; ASAT\"\n* #OMIM:304340 \"PETTIGREW SYNDROME; PGS\"\n* #OMIM:305100 \"ECTODERMAL DYSPLASIA 1, HYPOHIDROTIC, X-LINKED; XHED\"\n* #OMIM:308350 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 1; DEE1\"\n* #OMIM:309500 \"RENPENNING SYNDROME 1; RENS1\"\n* #OMIM:309541 \"METHYLMALONIC ACIDEMIA AND HOMOCYSTEINEMIA, cblX TYPE\"\n* #OMIM:309580 \"MENTAL RETARDATION-HYPOTONIC FACIES SYNDROME, X-LINKED, 1; MRXHF1\"\n* #OMIM:310468 \"NEPHROLITHIASIS, X-LINKED RECESSIVE, WITH RENAL FAILURE; XRN\"\n* #OMIM:311070 \"CHARCOT-MARIE-TOOTH DISEASE, X-LINKED RECESSIVE, 5; CMTX5\"\n* #OMIM:313850 \"THORACOABDOMINAL SYNDROME; THAS\"\n* #OMIM:314580 \"WIEACKER-WOLFF SYNDROME; WRWF\"\n* #OMIM:600059 \"RETINITIS PIGMENTOSA 13; RP13\"\n* #OMIM:600105 \"RETINITIS PIGMENTOSA 12; RP12\"\n* #OMIM:600118 \"WARBURG MICRO SYNDROME 1; WARBM1\"\n* #OMIM:600132 \"RETINITIS PIGMENTOSA 14; RP14\"\n* #OMIM:600138 \"RETINITIS PIGMENTOSA 11; RP11\"\n* #OMIM:600143 \"CEROID LIPOFUSCINOSIS, NEURONAL, 8; CLN8\"\n* #OMIM:600334 \"TIBIAL MUSCULAR DYSTROPHY, TARDIVE; TMD\"\n* #OMIM:600373 \"CODAS SYNDROME\"\n* #OMIM:600618 \"ETS VARIANT GENE 6; ETV6\"\n* #OMIM:600995 \"NEPHROTIC SYNDROME, TYPE 2; NPHS2\"\n* #OMIM:601088 \"AYME-GRIPP SYNDROME; AYGRP\"\n* #OMIM:601414 \"RETINITIS PIGMENTOSA 18; RP18\"\n* #OMIM:601419 \"MYOPATHY, MYOFIBRILLAR, 1; MFM1\"\n* #OMIM:601680 \"ARTHROGRYPOSIS, DISTAL, TYPE 2B1; DA2B1\"\n* #OMIM:601718 \"RETINITIS PIGMENTOSA 19; RP19\"\n* #OMIM:601780 \"CEROID LIPOFUSCINOSIS, NEURONAL, 6; CLN6\"\n* #OMIM:601815 \"PHOSPHOGLYCERATE DEHYDROGENASE DEFICIENCY; PHGDHD\"\n* #OMIM:601954 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 7; LGMDR7\"\n* #OMIM:602482 \"AXENFELD-RIEGER SYNDROME, TYPE 3; RIEG3\"\n* #OMIM:602579 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE Ib; CDG1B\"\n* #OMIM:602772 \"RETINITIS PIGMENTOSA 25; RP25\"\n* #OMIM:603511 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL DOMINANT 1; LGMDD1\"\n* #OMIM:603896 \"LEUKOENCEPHALOPATHY WITH VANISHING WHITE MATTER; VWM\"\n* #OMIM:604004 \"MEGALENCEPHALIC LEUKOENCEPHALOPATHY WITH SUBCORTICAL CYSTS 1; MLC1\"\n* #OMIM:604116 \"CONE-ROD DYSTROPHY 3; CORD3\"\n* #OMIM:604273 \"MITOCHONDRIAL COMPLEX V (ATP SYNTHASE) DEFICIENCY, NUCLEAR TYPE 1; MC5DN1\"\n* #OMIM:604286 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 4; LGMDR4\"\n* #OMIM:604317 \"MICROCEPHALY 2, PRIMARY, AUTOSOMAL RECESSIVE, WITH OR WITHOUT CORTICAL MALFORMATIONS; MCPH2\"\n* #OMIM:604360 \"SPASTIC PARAPLEGIA 11, AUTOSOMAL RECESSIVE; SPG11\"\n* #OMIM:604387 \"NEPHRONOPHTHISIS 3; NPHP3\"\n* #OMIM:604537 \"LEBER CONGENITAL AMAUROSIS 5; LCA5\"\n* #OMIM:604592 \"T CELL IMMUNE REGULATOR 1; TCIRG1\"\n* #OMIM:605130 \"WIEDEMANN-STEINER SYNDROME; WDSTS\"\n* #OMIM:605355 \"NEMALINE MYOPATHY 5; NEM5\"\n* #OMIM:605407 \"SEGAWA SYNDROME, AUTOSOMAL RECESSIVE\"\n* #OMIM:605637 \"MYOPATHY, PROXIMAL, WITH OPHTHALMOPLEGIA; MYPOP\"\n* #OMIM:605670 \"LATE-ONSET RETINAL DEGENERATION; LORD\"\n* #OMIM:605820 \"NONAKA MYOPATHY; NM\"\n* #OMIM:605899 \"GLYCINE ENCEPHALOPATHY; GCE\"\n* #OMIM:606068 \"RETINITIS PIGMENTOSA 28; RP28\"\n* #OMIM:606170 \"GENITOPATELLAR SYNDROME; GTPTS\"\n* #OMIM:606232 \"PHELAN-MCDERMID SYNDROME; PHMDS\"\n* #OMIM:606777 \"GLUT1 DEFICIENCY SYNDROME 1; GLUT1DS1\"\n* #OMIM:606854 \"POLYMICROGYRIA, BILATERAL FRONTOPARIETAL; BFPP\"\n* #OMIM:606966 \"NEPHRONOPHTHISIS 4; NPHP4\"\n* #OMIM:606996 \"SENIOR-LOKEN SYNDROME 4; SLSN4\"\n* #OMIM:607015 \"HURLER-SCHEIE SYNDROME\"\n* #OMIM:607155 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (LIMB-GIRDLE), TYPE C, 5; MDDGC5\"\n* #OMIM:607196 \"MICROCEPHALY, AMISH TYPE; MCPHA\"\n* #OMIM:607225 \"SPASTIC PARALYSIS, INFANTILE-ONSET ASCENDING; IAHSP\"\n* #OMIM:607426 \"COENZYME Q10 DEFICIENCY, PRIMARY, 1; COQ10D1\"\n* #OMIM:607432 \"LISSENCEPHALY 1; LIS1\"\n* #OMIM:607483 \"THIAMINE METABOLISM DYSFUNCTION SYNDROME 2 (BIOTIN- OR THIAMINE-RESPONSIVE TYPE); THMD2\"\n* #OMIM:607595 \"MOVED TO 175780\"\n* #OMIM:607596 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 1A; PCH1A\"\n* #OMIM:607855 \"MUSCULAR DYSTROPHY, CONGENITAL MEROSIN-DEFICIENT, 1A; MDC1A\"\n* #OMIM:608027 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 3; PCH3\"\n* #OMIM:608091 \"JOUBERT SYNDROME 2; JBTS2\"\n* #OMIM:608099 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 3; LGMDR3\"\n* #OMIM:608133 \"RETINITIS PIGMENTOSA 7; RP7\"\n* #OMIM:608358 \"MYOPATHY, MYOSIN STORAGE, AUTOSOMAL DOMINANT; MSMA\"\n* #OMIM:608380 \"RETINITIS PIGMENTOSA 26; RP26\"\n* #OMIM:608393 \"MICROCEPHALY 6, PRIMARY, AUTOSOMAL RECESSIVE; MCPH6\"\n* #OMIM:608415 \"PROLONGED ELECTRORETINAL RESPONSE SUPPRESSION; PERRS\"\n* #OMIM:608423 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL DOMINANT 2; LGMDD2\"\n* #OMIM:608540 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE Ik; CDG1K\"\n* #OMIM:608629 \"JOUBERT SYNDROME 3; JBTS3\"\n* #OMIM:608643 \"AROMATIC L-AMINO ACID DECARBOXYLASE DEFICIENCY\"\n* #OMIM:608716 \"MICROCEPHALY 5, PRIMARY, AUTOSOMAL RECESSIVE; MCPH5\"\n* #OMIM:608804 \"LEUKODYSTROPHY, HYPOMYELINATING, 2; HLD2\"\n* #OMIM:608807 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 10; LGMDR10\"\n* #OMIM:609033 \"POSTERIOR COLUMN ATAXIA WITH RETINITIS PIGMENTOSA; AXPC1\"\n* #OMIM:609056 \"SALT AND PEPPER DEVELOPMENTAL REGRESSION SYNDROME; SPDRS\"\n* #OMIM:609195 \"SPASTIC PARAPLEGIA 26, AUTOSOMAL RECESSIVE; SPG26\"\n* #OMIM:609200 \"MYOPATHY, MYOFIBRILLAR, 3; MFM3\"\n* #OMIM:609260 \"CHARCOT-MARIE-TOOTH DISEASE, AXONAL, AUTOSOMAL DOMINANT, TYPE 2A2A; CMT2A2A\"\n* #OMIM:609270 \"SPINOCEREBELLAR ATAXIA, AUTOSOMAL RECESSIVE 7; SCAR7\"\n* #OMIM:609304 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 3; DEE3\"\n* #OMIM:609524 \"MYOPATHY, MYOFIBRILLAR, 5; MFM5\"\n* #OMIM:609560 \"MITOCHONDRIAL DNA DEPLETION SYNDROME 2 (MYOPATHIC TYPE); MTDPS2\"\n* #OMIM:609923 \"RETINITIS PIGMENTOSA 31; RP31\"\n* #OMIM:610019 \"CATARACT 18; CTRCT18\"\n* #OMIM:610031 \"CORTICAL DYSPLASIA, COMPLEX, WITH OTHER BRAIN MALFORMATIONS 7; CDCBM7\"\n* #OMIM:610127 \"CEROID LIPOFUSCINOSIS, NEURONAL, 10; CLN10\"\n* #OMIM:610181 \"AICARDI-GOUTIERES SYNDROME 2; AGS2\"\n* #OMIM:610188 \"JOUBERT SYNDROME 5; JBTS5\"\n* #OMIM:610217 \"NEURODEGENERATION WITH BRAIN IRON ACCUMULATION 2B; NBIA2B\"\n* #OMIM:610329 \"AICARDI-GOUTIERES SYNDROME 3; AGS3\"\n* #OMIM:610333 \"AICARDI-GOUTIERES SYNDROME 4; AGS4\"\n* #OMIM:610359 \"RETINITIS PIGMENTOSA 33; RP33\"\n* #OMIM:610443 \"KOOLEN-DE VRIES SYNDROME; KDVS\"\n* #OMIM:610444 \"NIGHT BLINDNESS, CONGENITAL STATIONARY, AUTOSOMAL DOMINANT 3; CSNBAD3\"\n* #OMIM:610489 \"PIGMENTED NODULAR ADRENOCORTICAL DISEASE, PRIMARY, 1; PPNAD1\"\n* #OMIM:610532 \"LEUKODYSTROPHY, HYPOMYELINATING, 5; HLD5\"\n* #OMIM:610688 \"JOUBERT SYNDROME 6; JBTS6\"\n* #OMIM:610725 \"NEPHROTIC SYNDROME, TYPE 3; NPHS3\"\n* #OMIM:610951 \"CEROID LIPOFUSCINOSIS, NEURONAL, 7; CLN7\"\n* #OMIM:611091 \"MENTAL RETARDATION, AUTOSOMAL RECESSIVE 5; MRT5\"\n* #OMIM:611302 \"SPASTIC ATAXIA 2, AUTOSOMAL RECESSIVE; SPAX2\"\n* #OMIM:611307 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 12; LGMDR12\"\n* #OMIM:611560 \"JOUBERT SYNDROME 7; JBTS7\"\n* #OMIM:611603 \"LISSENCEPHALY 3; LIS3\"\n* #OMIM:611705 \"SALIH MYOPATHY; SALMY\"\n* #OMIM:611721 \"COMBINED SAPOSIN DEFICIENCY\"\n* #OMIM:611726 \"EPILEPSY, PROGRESSIVE MYOCLONIC, 3, WITH OR WITHOUT INTRACELLULAR INCLUSIONS; EPM3\"\n* #OMIM:611755 \"LEBER CONGENITAL AMAUROSIS 10; LCA10\"\n* #OMIM:612015 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE In; CDG1N\"\n* #OMIM:612095 \"RETINITIS PIGMENTOSA 41; RP41\"\n* #OMIM:612126 \"GLUT1 DEFICIENCY SYNDROME 2; GLUT1DS2\"\n* #OMIM:612285 \"JOUBERT SYNDROME 9; JBTS9\"\n* #OMIM:612337 \"MENTAL RETARDATION, AUTOSOMAL DOMINANT 22; MRD22\"\n* #OMIM:612370 \"HYPOGONADOTROPIC HYPOGONADISM 5 WITH OR WITHOUT ANOSMIA; HH5\"\n* #OMIM:612438 \"LEUKODYSTROPHY, HYPOMYELINATING, 6; HLD6\"\n* #OMIM:612528 \"DIAMOND-BLACKFAN ANEMIA 5; DBA5\"\n* #OMIM:612621 \"MENTAL RETARDATION, AUTOSOMAL DOMINANT 5; MRD5\"\n* #OMIM:612712 \"LEBER CONGENITAL AMAUROSIS 13; LCA13\"\n* #OMIM:612716 \"DYSTONIA, DOPA-RESPONSIVE, DUE TO SEPIAPTERIN REDUCTASE DEFICIENCY\"\n* #OMIM:612780 \"SEIZURES, SENSORINEURAL DEAFNESS, ATAXIA, MENTAL RETARDATION, AND ELECTROLYTE IMBALANCE; SESAMES\"\n* #OMIM:612936 \"SPASTIC PARAPLEGIA 50, AUTOSOMAL RECESSIVE; SPG50\"\n* #OMIM:612943 \"RETINITIS PIGMENTOSA 42; RP42\"\n* #OMIM:612951 \"LEUKOENCEPHALOPATHY, CYSTIC, WITHOUT MEGALENCEPHALY\"\n* #OMIM:613065 \"LEUKEMIA, ACUTE LYMPHOBLASTIC; ALL\"\n* #OMIM:613091 \"SHORT-RIB THORACIC DYSPLASIA 3 WITH OR WITHOUT POLYDACTYLY; SRTD3\"\n* #OMIM:613155 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (CONGENITAL WITH IMPAIRED INTELLECTUAL IMPAIRMENT), TYPE B, 1; MDDGB1\"\n* #OMIM:613156 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (CONGENITAL WITH IMPAIRED INTELLECTUAL DEVELOPMENT), TYPE B, 2; MDDGB2\"\n* #OMIM:613158 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (LIMB-GIRDLE), TYPE C, 2; MDDGC2\"\n* #OMIM:613192 \"MENTAL RETARDATION, AUTOSOMAL RECESSIVE 13; MRT13\"\n* #OMIM:613205 \"MUSCULAR DYSTROPHY, CONGENITAL, LMNA-RELATED\"\n* #OMIM:613216 \"NIGHT BLINDNESS, CONGENITAL STATIONARY, TYPE 1C; CSNB1C\"\n* #OMIM:613217 \"DIARRHEA 5, WITH TUFTING ENTEROPATHY, CONGENITAL; DIAR5\"\n* #OMIM:613402 \"MICROCEPHALY, SEIZURES, AND DEVELOPMENTAL DELAY; MCSZ\"\n* #OMIM:613428 \"RETINITIS PIGMENTOSA 54; RP54\"\n* #OMIM:613454 \"RETT SYNDROME, CONGENITAL VARIANT\"\n* #OMIM:613550 \"NEPHRONOPHTHISIS 11; NPHP11\"\n* #OMIM:613561 \"MYOPATHY, LACTIC ACIDOSIS, AND SIDEROBLASTIC ANEMIA 2; MLASA2\"\n* #OMIM:613587 \"OCCULT MACULAR DYSTROPHY; OCMD\"\n* #OMIM:613612 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE IIi; CDG2I\"\n* #OMIM:613660 \"CONE-ROD DYSTROPHY 15; CORD15\"\n* #OMIM:613668 \"MICROCEPHALY, POSTNATAL PROGRESSIVE, WITH SEIZURES AND BRAIN ATROPHY\"\n* #OMIM:613680 \"BEAULIEU-BOYCOTT-INNES SYNDROME; BBIS\"\n* #OMIM:613684 \"RUBINSTEIN-TAYBI SYNDROME 2; RSTS2\"\n* #OMIM:613690 \"CARDIOMYOPATHY, FAMILIAL HYPERTROPHIC, 7; CMH7\"\n* #OMIM:613706 \"NOONAN SYNDROME 7; NS7\"\n* #OMIM:613722 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 12; DEE12\"\n* #OMIM:613731 \"RETINITIS PIGMENTOSA 4; RP4\"\n* #OMIM:613744 \"SPASTIC PARAPLEGIA 51, AUTOSOMAL RECESSIVE; SPG51\"\n* #OMIM:613750 \"RETINITIS PIGMENTOSA 27; RP27\"\n* #OMIM:613756 \"RETINITIS PIGMENTOSA 49; RP49\"\n* #OMIM:613767 \"RETINITIS PIGMENTOSA 45; RP45\"\n* #OMIM:613794 \"RETINITIS PIGMENTOSA 20; RP20\"\n* #OMIM:613809 \"RETINITIS PIGMENTOSA 39; RP39\"\n* #OMIM:613810 \"RETINITIS PIGMENTOSA 43; RP43\"\n* #OMIM:613811 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 2D; PCH2D\"\n* #OMIM:613820 \"NEPHRONOPHTHISIS 12; NPHP12\"\n* #OMIM:613835 \"LEBER CONGENITAL AMAUROSIS 8; LCA8\"\n* #OMIM:613861 \"RETINITIS PIGMENTOSA 59; RP59\"\n* #OMIM:613862 \"RETINITIS PIGMENTOSA 38; RP38\"\n* #OMIM:614034 \"HEME OXYGENASE 1 DEFICIENCY; HMOX1D\"\n* #OMIM:614065 \"MYOPATHY, DISTAL, 4; MPD4\"\n* #OMIM:614173 \"JOUBERT SYNDROME 13; JBTS13\"\n* #OMIM:614180 \"RETINITIS PIGMENTOSA 61; RP61\"\n* #OMIM:614181 \"RETINITIS PIGMENTOSA 62; RP62\"\n* #OMIM:614199 \"NEPHROTIC SYNDROME, TYPE 5, WITH OR WITHOUT OCULAR ABNORMALITIES; NPHS5\"\n* #OMIM:614202 \"RAFIQ SYNDROME; RAFQS\"\n* #OMIM:614225 \"WARBURG MICRO SYNDROME 2; WARBM2\"\n* #OMIM:614254 \"NEURODEVELOPMENTAL DISORDER WITH OR WITHOUT HYPERKINETIC MOVEMENTS AND SEIZURES, AUTOSOMAL DOMINANT; NDHMSD\"\n* #OMIM:614255 \"NESCAV SYNDROME; NESCAVS\"\n* #OMIM:614299 \"MULTIPLE MITOCHONDRIAL DYSFUNCTIONS SYNDROME 2 WITH HYPERGLYCINEMIA; MMDS2\"\n* #OMIM:614381 \"LEUKODYSTROPHY, HYPOMYELINATING, 8, WITH OR WITHOUT OLIGODONTIA AND\/OR HYPOGONADOTROPIC HYPOGONADISM; HLD8\"\n* #OMIM:614424 \"JOUBERT SYNDROME 14; JBTS14\"\n* #OMIM:614500 \"CONE-ROD DYSTROPHY 16; CORD16\"\n* #OMIM:614557 \"EHLERS-DANLOS SYNDROME, KYPHOSCOLIOTIC TYPE, 2; EDSKSCL2\"\n* #OMIM:614607 \"COFFIN-SIRIS SYNDROME 2; CSS2\"\n* #OMIM:614615 \"JOUBERT SYNDROME 17; JBTS17\"\n* #OMIM:614669 \"AURICULOCONDYLAR SYNDROME 2; ARCND2\"\n* #OMIM:614678 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 1B; PCH1B\"\n* #OMIM:614744 \"FACIAL PARESIS, HEREDITARY CONGENITAL, 3; HCFP3\"\n* #OMIM:614753 \"SOTOS SYNDROME 2; SOTOS2\"\n* #OMIM:614831 \"SPINOCEREBELLAR ATAXIA, AUTOSOMAL RECESSIVE 13; SCAR13\"\n* #OMIM:614833 \"MICROCEPHALY, SHORT STATURE, AND POLYMICROGYRIA WITH OR WITHOUT SEIZURES; MSSP\"\n* #OMIM:614876 \"PEROXISOME BIOGENESIS DISORDER 8A (ZELLWEGER); PBD8A\"\n* #OMIM:614877 \"PEROXISOME BIOGENESIS DISORDER 8B; PBD8B\"\n* #OMIM:614932 \"COMBINED OXIDATIVE PHOSPHORYLATION DEFICIENCY 13; COXPD13\"\n* #OMIM:614945 \"DEAFNESS, AUTOSOMAL RECESSIVE 18B; DFNB18B\"\n* #OMIM:615030 \"SPASTIC PARAPLEGIA 56, AUTOSOMAL RECESSIVE; SPG56\"\n* #OMIM:615031 \"SPASTIC PARAPLEGIA 49, AUTOSOMAL RECESSIVE; SPG49\"\n* #OMIM:615065 \"ARTHROGRYPOSIS, DISTAL, TYPE 5D; DA5D\"\n* #OMIM:615071 \"ALAZAMI SYNDROME; ALAZS\"\n* #OMIM:615095 \"MICROCEPHALY 10, PRIMARY, AUTOSOMAL RECESSIVE; MCPH10\"\n* #OMIM:615181 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (CONGENITAL WITH BRAIN AND EYE ANOMALIES), TYPE A, 11; MDDGA11\"\n* #OMIM:615190 \"DYSKERATOSIS CONGENITA, AUTOSOMAL RECESSIVE 5; DKCB5\"\n* #OMIM:615191 \"LISSENCEPHALY 5; LIS5\"\n* #OMIM:615268 \"CEREBELLAR ATAXIA, MENTAL RETARDATION, AND DYSEQUILIBRIUM SYNDROME 4; CAMRQ4\"\n* #OMIM:615286 \"MENTAL RETARDATION, AUTOSOMAL RECESSIVE 36; MRT36\"\n* #OMIM:615352 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (LIMB-GIRDLE), TYPE C, 14; MDDGC14\"\n* #OMIM:615411 \"CORTICAL DYSPLASIA, COMPLEX, WITH OTHER BRAIN MALFORMATIONS 3; CDCBM3\"\n* #OMIM:615412 \"CORTICAL DYSPLASIA, COMPLEX, WITH OTHER BRAIN MALFORMATIONS 4; CDCBM4\"\n* #OMIM:615419 \"HYPOTONIA, INFANTILE, WITH PSYCHOMOTOR RETARDATION AND CHARACTERISTIC FACIES 1; IHPRF1\"\n* #OMIM:615471 \"MITOCHONDRIAL DNA DEPLETION SYNDROME 13 (ENCEPHALOMYOPATHIC TYPE); MTDPS13\"\n* #OMIM:615476 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 18; DEE18\"\n* #OMIM:615485 \"BAINBRIDGE-ROPERS SYNDROME; BRPS\"\n* #OMIM:615502 \"MENTAL RETARDATION, AUTOSOMAL DOMINANT 21; MRD21\"\n* #OMIM:615546 \"VAN MALDERGEM SYNDROME 2; VMLDS2\"\n* #OMIM:615574 \"ASPARAGINE SYNTHETASE DEFICIENCY; ASNSD\"\n* #OMIM:615681 \"SPASTIC PARAPLEGIA 62, AUTOSOMAL RECESSIVE; SPG62\"\n* #OMIM:615715 \"BONE MARROW FAILURE SYNDROME 2; BMFS2\"\n* #OMIM:615716 \"HYPERPHOSPHATASIA WITH MENTAL RETARDATION SYNDROME 4; HPMRS4\"\n* #OMIM:615760 \"MICROCEPHALY, PROGRESSIVE, WITH SEIZURES AND CEREBRAL AND CEREBELLAR ATROPHY; MSCCA\"\n* #OMIM:615763 \"CORTICAL DYSPLASIA, COMPLEX, WITH OTHER BRAIN MALFORMATIONS 5; CDCBM5\"\n* #OMIM:615809 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 9; PCH9\"\n* #OMIM:615829 \"XIA-GIBBS SYNDROME; XIGIS\"\n* #OMIM:615834 \"MENTAL RETARDATION, AUTOSOMAL DOMINANT 26; MRD26\"\n* #OMIM:615846 \"AICARDI-GOUTIERES SYNDROME 7; AGS7\"\n* #OMIM:615866 \"COFFIN-SIRIS SYNDROME 9; CSS9\"\n* #OMIM:615909 \"DIAMOND-BLACKFAN ANEMIA 13; DBA13\"\n* #OMIM:615948 \"OROFACIODIGITAL SYNDROME XIV; OFD14\"\n* #OMIM:615959 \"MYOPATHY, CENTRONUCLEAR, 5; CNM5\"\n* #OMIM:615960 \"PORETTI-BOLTSHAUSER SYNDROME; PTBHS\"\n* #OMIM:615973 \"CONE-ROD DYSTROPHY 20; CORD20\"\n* #OMIM:615981 \"BARDET-BIEDL SYNDROME 2; BBS2\"\n* #OMIM:615982 \"BARDET-BIEDL SYNDROME 4; BBS4\"\n* #OMIM:615983 \"BARDET-BIEDL SYNDROME 5; BBS5\"\n* #OMIM:615993 \"BARDET-BIEDL SYNDROME 16; BBS16\"\n* #OMIM:616051 \"MICROCEPHALY 13, PRIMARY, AUTOSOMAL RECESSIVE; MCPH13\"\n* #OMIM:616056 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 26; DEE26\"\n* #OMIM:616081 \"PONTOCEREBELLAR HYPOPLASIA, TYPE 1C; PCH1C\"\n* #OMIM:616094 \"MUSCULAR DYSTROPHY-DYSTROGLYCANOPATHY (LIMB-GIRDLE), TYPE C, 12; MDDGC12\"\n* #OMIM:616127 \"SPINOCEREBELLAR ATAXIA, AUTOSOMAL RECESSIVE 17; SCAR17\"\n* #OMIM:616140 \"LEUKODYSTROPHY, HYPOMYELINATING, 9; HLD9\"\n* #OMIM:616155 \"CHARCOT-MARIE-TOOTH DISEASE, AXONAL, TYPE 2S; CMT2S\"\n* #OMIM:616171 \"MICROCEPHALY AND CHORIORETINOPATHY, AUTOSOMAL RECESSIVE, 2; MCCRP2\"\n* #OMIM:616199 \"POLYGLUCOSAN BODY MYOPATHY 2; PGBM2\"\n* #OMIM:616211 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 28; DEE28\"\n* #OMIM:616263 \"NEUROLOGIC, ENDOCRINE, AND PANCREATIC DISEASE, MULTISYSTEM, INFANTILE-ONSET; IMNEPD\"\n* #OMIM:616266 \"CONGENITAL CONTRACTURES OF THE LIMBS AND FACE, HYPOTONIA, AND DEVELOPMENTAL DELAY; CLIFAHDD\"\n* #OMIM:616271 \"3-METHYLGLUTACONIC ACIDURIA, TYPE VII; MGCA7\"\n* #OMIM:616277 \"MITOCHONDRIAL SHORT-CHAIN ENOYL-CoA HYDRATASE 1 DEFICIENCY; ECHS1D\"\n* #OMIM:616281 \"NEURODEVELOPMENTAL DISORDER WITH SPASTIC PARAPLEGIA AND MICROCEPHALY; NEDSPM\"\n* #OMIM:616321 \"MYASTHENIC SYNDROME, CONGENITAL, 3A, SLOW-CHANNEL; CMS3A\"\n* #OMIM:616354 \"SPINOCEREBELLAR ATAXIA, AUTOSOMAL RECESSIVE 20; SCAR20\"\n* #OMIM:616394 \"RETINITIS PIGMENTOSA 71; RP71\"\n* #OMIM:616420 \"LEUKODYSTROPHY, HYPOMYELINATING, 10; HLD10\"\n* #OMIM:616421 \"MYOCLONIC-ATONIC EPILEPSY; MAE\"\n* #OMIM:616471 \"BETHLEM MYOPATHY 2; BTHLM2\"\n* #OMIM:616490 \"JOUBERT SYNDROME 23; JBTS23\"\n* #OMIM:616531 \"POLYMICROGYRIA, PERISYLVIAN, WITH CEREBELLAR HYPOPLASIA AND ARTHROGRYPOSIS; PMGYCHA\"\n* #OMIM:616544 \"RETINITIS PIGMENTOSA 73; RP73\"\n* #OMIM:616562 \"RETINITIS PIGMENTOSA 74; RP74\"\n* #OMIM:616564 \"NOONAN SYNDROME 10; NS10\"\n* #OMIM:616632 \"SEIZURES, CORTICAL BLINDNESS, AND MICROCEPHALY SYNDROME; SCBMS\"\n* #OMIM:616647 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 35; DEE35\"\n* #OMIM:616649 \"SPHEROCYTOSIS, TYPE 2; SPH2\"\n* #OMIM:616651 \"ROIFMAN SYNDROME; RFMN\"\n* #OMIM:616654 \"JOUBERT SYNDROME 24; JBTS24\"\n* #OMIM:616657 \"SPASTIC TETRAPLEGIA, THIN CORPUS CALLOSUM, AND PROGRESSIVE MICROCEPHALY; SPATCCM\"\n* #OMIM:616668 \"CHARCOT-MARIE-TOOTH DISEASE, AXONAL, TYPE 2X; CMT2X\"\n* #OMIM:616683 \"LEUKODYSTROPHY, HYPOMYELINATING, 12; HLD12\"\n* #OMIM:616721 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE IIn; CDG2N\"\n* #OMIM:616732 \"OPTIC ATROPHY 10 WITH OR WITHOUT ATAXIA, MENTAL RETARDATION, AND SEIZURES; OPA10\"\n* #OMIM:616738 \"RADIOULNAR SYNOSTOSIS WITH AMEGAKARYOCYTIC THROMBOCYTOPENIA 2; RUSAT2\"\n* #OMIM:616740 \"IMMUNODEFICIENCY 46; IMD46\"\n* #OMIM:616789 \"MENTAL RETARDATION AND DISTINCTIVE FACIAL FEATURES WITH OR WITHOUT CARDIAC DEFECTS; MRFACD\"\n* #OMIM:616801 \"HYPOTONIA, INFANTILE, WITH PSYCHOMOTOR RETARDATION AND CHARACTERISTIC FACIES 2; IHPRF2\"\n* #OMIM:616875 \"CEREBELLAR ATROPHY, VISUAL IMPAIRMENT, AND PSYCHOMOTOR RETARDATION; CAVIPMR\"\n* #OMIM:616892 \"NEPHROTIC SYNDROME, TYPE 12; NPHS12\"\n* #OMIM:616900 \"HYPOTONIA, INFANTILE, WITH PSYCHOMOTOR RETARDATION AND CHARACTERISTIC FACIES 3; IHPRF3\"\n* #OMIM:616973 \"MENTAL RETARDATION, AUTOSOMAL DOMINANT 42; MRD42\"\n* #OMIM:617011 \"MACROCEPHALY, DYSMORPHIC FACIES, AND PSYCHOMOTOR RETARDATION; MDFPMR\"\n* #OMIM:617013 \"HYPERMANGANESEMIA WITH DYSTONIA 2; HMNDYT2\"\n* #OMIM:617047 \"CARDIOMYOPATHY, FAMILIAL HYPERTROPHIC, 26; CMH26\"\n* #OMIM:617052 \"BONE MARROW FAILURE SYNDROME 3; BMFS3\"\n* #OMIM:617053 \"MIRAGE SYNDROME; MIRAGE\"\n* #OMIM:617093 \"GROWTH RETARDATION, IMPAIRED INTELLECTUAL DEVELOPMENT, HYPOTONIA, AND HEPATOPATHY; GRIDHH\"\n* #OMIM:617106 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 42; DEE42\"\n* #OMIM:617120 \"JOUBERT SYNDROME 27; JBTS27\"\n* #OMIM:617121 \"JOUBERT SYNDROME 28; JBTS28\"\n* #OMIM:617123 \"RETINITIS PIGMENTOSA 76; RP76\"\n* #OMIM:617137 \"FRONTOMETAPHYSEAL DYSPLASIA 2; FMD2\"\n* #OMIM:617146 \"ARTHROGRYPOSIS, DISTAL, WITH IMPAIRED PROPRIOCEPTION AND TOUCH; DAIPT\"\n* #OMIM:617183 \"HAREL-YOON SYNDROME; HAYOS\"\n* #OMIM:617193 \"ENCEPHALOPATHY, PROGRESSIVE, EARLY-ONSET, WITH BRAIN ATROPHY AND THIN CORPUS CALLOSUM; PEBAT\"\n* #OMIM:617222 \"SUDDEN CARDIAC FAILURE, INFANTILE; SCFI\"\n* #OMIM:617276 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 48; DEE48\"\n* #OMIM:617330 \"HYPOTONIA, ATAXIA, AND DELAYED DEVELOPMENT SYNDROME; HADDS\"\n* #OMIM:617350 \"DEVELOPMENTAL AND EPILEPTIC ENCEPHALOPATHY 52; DEE52\"\n* #OMIM:617397 \"PSEUDO-TORCH SYNDROME 2; PTORCH2\"\n* #OMIM:617433 \"RETINITIS PIGMENTOSA 78; RP78\"\n* #OMIM:617443 \"BLEEDING DISORDER, PLATELET-TYPE, 21; BDPLT21\"\n* #OMIM:617460 \"RETINITIS PIGMENTOSA 79; RP79\"\n* #OMIM:617481 \"NEURODEVELOPMENTAL DISORDER WITH MICROCEPHALY, HYPOTONIA, AND VARIABLE BRAIN ANOMALIES; NMIHBA\"\n* #OMIM:617537 \"RAHMAN SYNDROME; RMNS\"\n* #OMIM:617547 \"RETINAL DYSTROPHY WITH OR WITHOUT MACULAR STAPHYLOMA; RDMS\"\n* #OMIM:617622 \"JOUBERT SYNDROME 30; JBTS30\"\n* #OMIM:617675 \"MYOPATHY, MITOCHONDRIAL, AND ATAXIA; MMYAT\"\n* #OMIM:617681 \"BLEPHAROCHEILODONTIC SYNDROME 2; BCDS2\"\n* #OMIM:617694 \"AL KAISSI SYNDROME; ALKAS\"\n* #OMIM:617781 \"RETINITIS PIGMENTOSA 80; RP80\"\n* #OMIM:617805 \"RENAL HYPODYSPLASIA\/APLASIA 3; RHDA3\"\n* #OMIM:617807 \"NEURODEVELOPMENTAL DISORDER WITH ATAXIC GAIT, ABSENT SPEECH, AND DECREASED CORTICAL WHITE MATTER; NDAGSCW\"\n* #OMIM:617829 \"EPILEPTIC ENCEPHALOPATHY, INFANTILE OR EARLY CHILDHOOD, 2; IECEE2\"\n* #OMIM:617873 \"COMBINED OXIDATIVE PHOSPHORYLATION DEFICIENCY 35; COXPD35\"\n* #OMIM:617948 \"ELLIPTOCYTOSIS 3; EL3\"\n* #OMIM:617954 \"MULTIPLE MITOCHONDRIAL DYSFUNCTIONS SYNDROME 6; MMDS6\"\n* #OMIM:618056 \"NEURODEVELOPMENTAL DISORDER WITH CEREBELLAR ATROPHY AND WITH OR WITHOUT SEIZURES; NEDCAS\"\n* #OMIM:618088 \"NEURODEVELOPMENTAL DISORDER WITH REGRESSION, ABNORMAL MOVEMENTS, LOSS OF SPEECH, AND SEIZURES; NEDAMSS\"\n* #OMIM:618129 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL DOMINANT 4; LGMDD4\"\n* #OMIM:618138 \"MUSCULAR DYSTROPHY, LIMB-GIRDLE, AUTOSOMAL RECESSIVE 23; LGMDR23\"\n* #OMIM:618174 \"CORTICAL DYSPLASIA, COMPLEX, WITH OTHER BRAIN MALFORMATIONS 9; CDCBM9\"\n* #OMIM:618225 \"MITOCHONDRIAL COMPLEX I DEFICIENCY, NUCLEAR TYPE 4; MC1DN4\"\n* #OMIM:618273 \"MEGA-CORPUS-CALLOSUM SYNDROME WITH CEREBELLAR HYPOPLASIA AND CORTICAL MALFORMATIONS; MCCCHCM\"\n* #OMIM:618316 \"INTELLECTUAL DEVELOPMENTAL DISORDER WITH CARDIAC DEFECTS AND DYSMORPHIC FACIES; IDDCDF\"\n* #OMIM:618325 \"LISSENCEPHALY 9 WITH COMPLEX BRAINSTEM MALFORMATION; LIS9\"\n* #OMIM:618404 \"LEUKODYSTROPHY, HYPOMYELINATING, 18; HLD18\"\n* #OMIM:618512 \"O\\\\'DONNELL-LURIA-RODAN SYNDROME; ODLURO\"\n* #OMIM:614921 \"CONGENITAL DISORDER OF GLYCOSYLATION, TYPE It; CDG1T\"","avg_line_length":60.8149606299,"max_line_length":125,"alphanum_fraction":0.7663947692} {"size":120,"ext":"frag","lang":"GLSL","max_stars_count":118.0,"content":"uniform sampler2D u_tex;\nvarying vec2 v_tex_coords;\n\nvoid main() {\n gl_FragColor = texture2D(u_tex, v_tex_coords);\n}\n","avg_line_length":17.1428571429,"max_line_length":50,"alphanum_fraction":0.75} {"size":913,"ext":"glsl","lang":"GLSL","max_stars_count":1.0,"content":"#version 410 core\n\nlayout(location = 0) in vec2 in_uv;\nlayout(location = 1) in vec4 in_color;\nlayout(location = 2) in vec2 in_radi;\nlayout(location = 3) in mat4 obj_transform;\n\nuniform mat4 view_transform;\n\nout vec2 uv;\nout vec3 normal;\nout vec3 position;\nout vec4 diffuse_color;\n\nvoid main()\n{\n float inner = in_radi.x;\n float outer = in_radi.y;\n float sv = in_uv.s;\n float tv = in_uv.t;\n\n mat4 final_transform = view_transform * obj_transform;\n mat3 norm_view_transform = transpose(inverse(mat3(obj_transform)));\n float rcost = outer + inner * cos(sv);\n vec4 pos = final_transform * vec4(rcost * cos(tv),\n rcost * sin(tv),\n inner * cos(sv), 1.0);\n diffuse_color = in_color;\n position = pos.xyz;\n gl_Position = pos;\n normal = normalize(norm_view_transform * -pos.xyz);\n uv = in_uv;\n}\n","avg_line_length":26.8529411765,"max_line_length":72,"alphanum_fraction":0.6177437021} {"size":9950,"ext":"frag","lang":"GLSL","max_stars_count":37.0,"content":"#version 330 core\n#define MAX_LIGHTS 8\n\nprecision highp float;\nprecision highp int;\n\n\n\/\/Uniforms\n\/\/[geo.position]\/\/\nuniform sampler2D u_sampler_position;\n\/\/[geo.normal]\/\/\nuniform sampler2D u_sampler_normal;\n\/\/[geo.albedo]\/\/\nuniform sampler2D u_sampler_albedo;\n\/\/[geo.material]\/\/\nuniform sampler2D u_sampler_material;\n\n\/\/IBL\n\/\/[light.irradiance]\/\/\nuniform samplerCube u_sampler_irradiance;\n\/\/[light.prefilter]\/\/\nuniform samplerCube u_prefilterMap;\n\/\/[light.brdf]\/\/\nuniform sampler2D u_brdfLUT;\n\n\n\/\/[light.type]\/\/\nuniform int u_lightType[MAX_LIGHTS];\n\/\/[light.position]\/\/\nuniform vec4 u_lightPosition[MAX_LIGHTS];\n\/\/[light.radius]\/\/\nuniform float u_lightRadius[MAX_LIGHTS];\n\/\/[light.color]\/\/\nuniform vec3 u_lightColor[MAX_LIGHTS];\n\/\/[light.shadow_map]\/\/\nuniform sampler2D u_shadowMap[MAX_LIGHTS];\n\/\/[light.shadow_mode]\/\/\nuniform lowp int u_shadowMode[MAX_LIGHTS];\n\/\/[light.size]\/\/\nuniform int u_lightSize;\n\/\/[light.matrix]\/\/\nuniform mat4 u_lightMatrix[MAX_LIGHTS];\n\n\/\/Varying\nin mediump vec2 v_textureCoordOut;\n\nout vec4 FragColor;\n\n\/\/Defined\nconst lowp float c_zero = 0.0;\nconst lowp float c_one = 1.0;\nconst float PI = 3.14159265359;\n\n#if __VERSION__ == 300 \/\/ For ES\n\/** for android **\/\nconst lowp float c_shadow_width = 1024.f;\nconst lowp float c_shadow_height = 1024.f;\n#endif\n\n\/\/Functions\nfloat DistributionGGX(vec3 N, vec3 H, float roughness);\nfloat DistributionPhong(vec3 N, vec3 H, float roughness);\nfloat DistributionGGXMobile(vec3 N, vec3 H, float roughness);\nfloat GeometrySchlickGGX(float NdotV, float roughness);\nfloat GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);\nfloat GeometrySmith_Fast(vec3 N, vec3 V, vec3 L, float roughness);\nvec3 fresnelSchlick(float cosTheta, vec3 F0);\nvec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);\nfloat ShadowCalculation(int index, vec4 fragPosLightSpace, vec3 N, vec3 D);\nvec4 GetShadowTextureInArray(int index, vec2 uv);\n\n\/\/Macro Functions\nfloat ClampedPow(float X, float Y) {\n\treturn pow(max(abs(X),0.000001f),Y);\n}\n\n\nvoid main(void) {\n\t\/\/ retrieve data from gbuffer\n\tlowp vec3 fragPos\t = texture(u_sampler_position, v_textureCoordOut).rgb;\n\tlowp vec3 normal\t = texture(u_sampler_normal, v_textureCoordOut).rgb;\n\n\tlowp vec3 albedo = texture(u_sampler_albedo, v_textureCoordOut).rgb;\n\tlowp float metallic = texture(u_sampler_material, v_textureCoordOut).r;\n\tlowp float roughness = texture(u_sampler_material, v_textureCoordOut).g;\n\tlowp float ao = texture(u_sampler_material, v_textureCoordOut).b;\n\n\tvec3 N = normalize(normal);\n\tvec3 V0 = normalize(N - fragPos);\n\tvec3 R = reflect(-V0, N);\n\n\t\/\/ calculate reflectance at normal incidence; if dia-electric (like plastic) use F0\n\t\/\/ of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)\n\tvec3 F0 = vec3(0.04);\n\tF0 = mix(F0, albedo, metallic);\n\n\t\/\/ reflectance equation\n\tvec3 Lo = vec3(0.0);\n\n\tlowp int index_shadow = 0;\n\tfor(int i = 0; i < u_lightSize; ++i) {\n\n\t\t\/\/ direction light : position light\n\t\tlowp vec4 lightFragPosition = (u_lightType[i] == 1) ? vec4(c_zero, c_zero, c_zero, c_one) : vec4(fragPos, c_one);\n\t\tvec3 aux = vec3(u_lightPosition[i] - lightFragPosition);\n\n\t\t\/\/ calculate per-light radiance\n\t\tvec3 V = (u_lightType[i] > 1) ? V0 : N;\n\t\tvec3 L = normalize(aux);\n\t\tvec3 H = normalize(V + L);\n\t\tfloat distance = length(aux);\n\t\tfloat attenuation = 1.0 \/ (distance * distance);\n\t\tfloat shadow = 0.0;\n\t\tif(u_shadowMode[i] == 1) {\n\t\t\tlowp vec4 fragPosLightSpace = u_lightMatrix[i] * vec4(fragPos, c_one);\n\t\t\tshadow = ShadowCalculation(index_shadow, fragPosLightSpace, N, L);\n\t\t\t++index_shadow;\n\t\t}\n\t\tvec3 radiance = (u_lightColor[i] * attenuation) * (1.0 - shadow);\n\t\t\/\/ Cook-Torrance BRDF\n\t\tfloat NDF = DistributionGGX(N, H, roughness);\n\t\tfloat G = GeometrySmith(N, V, L, roughness);\n\t\tvec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);\n\n\t\tvec3 nominator = NDF * G * F;\n\t\tfloat denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;\n\t\tvec3 specular = nominator \/ denominator; \/\/ prevent divide by zero for NdotV=0.0 or NdotL=0.0\n\n\t\t\/\/ kS is equal to Fresnel\n\t\tvec3 kS = F;\n\n\t\t\/\/ for energy conservation, the diffuse and specular light can't\n\t\t\/\/ be above 1.0 (unless the surface emits light); to preserve this\n\t\t\/\/ relationship the diffuse component (kD) should equal 1.0 - kS.\n\t\tvec3 kD = vec3(1.0) - kS;\n\t\t\/\/ multiply kD by the inverse metalness such that only non-metals\n\t\t\/\/ have diffuse lighting, or a linear blend if partly metal (pure metals\n\t\t\/\/ have no diffuse light).\n\t\tkD *= 1.0 - metallic;\n\n\t\t\/\/ scale light by NdotL\n\t\tfloat NdotL = max(dot(N, L), 0.0);\n\n\t\t\/\/ add to outgoing radiance Lo\n\t\tLo += (kD * albedo \/ PI + specular) * radiance * NdotL; \/\/ note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again\n\n\t}\n\n\t\/\/ ambient lighting (we now use IBL as the ambient term)\n\tvec3 kS = fresnelSchlickRoughness(max(dot(N, V0), 0.0), F0, roughness);\n\tvec3 kD = 1.0 - kS;\n\tkD *= 1.0 - metallic;\n\tvec3 irradiance = texture(u_sampler_irradiance, N).rgb;\n\tvec3 diffuse = irradiance * albedo;\n\n\t\/\/ sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part.\n\tconst float MAX_REFLECTION_LOD = 4.0;\n\tvec3 prefilteredColor = textureLod(u_prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;\n\tvec2 brdf = texture(u_brdfLUT, vec2(max(dot(N, V0), 0.0), roughness)).rg;\n\tvec3 specular = prefilteredColor * (kS * brdf.x + brdf.y);\n\n\tvec3 ambient = (kD * diffuse + specular) * ao;\n\n\t\/\/\tvec3 irradiance = u_irradiance.r < 0.00 ? texture(u_sampler_irradiance, N).rgb : vec3(0.03);\n\t\/\/\tvec3 ambient = irradiance * albedo * ao;\n\n\tvec3 color = ambient + Lo;\n\n\t\/\/ HDR tonemapping\n\tcolor = color \/ (color + vec3(1.0));\n\t\/\/ gamma correct\n\tcolor = pow(color, vec3(1.0\/2.2));\n\n\tFragColor = vec4(color, 1.0);\n\n}\n\nfloat DistributionGGX(vec3 N, vec3 H, float roughness) {\n\tfloat m = roughness * roughness;\n\tfloat m2 = m * m;\n\tfloat NoH = max(dot(N, H), 0.0);\n\tfloat d = ( NoH * m2 - NoH ) * NoH + 1.0;\t\/\/ 2 mad\n\treturn m2 \/ ( PI * d * d );\n}\n\nfloat DistributionGGXMobile(vec3 N, vec3 H, float roughness) {\n\t\/\/ Walter et al. 2007, \"Microfacet Models for Refraction through Rough Surfaces\"\n\n\tvec3 NxH = cross(N, H);\n\tfloat NoH = max(dot(N, H), 0.0);\n\tfloat oneMinusNoHSquared = dot(NxH, NxH);\n\n\n\tfloat a = NoH * roughness;\n\tfloat k = roughness \/ (oneMinusNoHSquared + a * a);\n\tfloat d = k * k * (1.0 \/ PI);\n\treturn d;\n}\n\n\/\/ [Blinn 1977, \"Models of light reflection for computer synthesized pictures\"]\nfloat DistributionPhong(vec3 N, vec3 H, float roughness) {\n\tfloat m = roughness * roughness;\n\tfloat m2 = m * m;\n\tfloat n = 2.0 \/ m2 - 2.0;\n\tfloat NoH = max(dot(N, H), 0.0);\n\n\treturn (n + 2.0) \/ (2.0 * PI) * ClampedPow( NoH, n ); \/\/ 1 mad, 1 exp, 1 mul, 1 log\n}\n\/\/ ----------------------------------------------------------------------------\nfloat GeometrySchlickGGX(float NdotV, float roughness) {\n\tfloat r = (roughness + 1.0);\n\tfloat k = (r * r) \/ 8.0;\n\n\tfloat nom = NdotV;\n\tfloat denom = NdotV * (1.0 - k) + k;\n\n\treturn nom \/ denom;\n}\n\nfloat GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {\n\tfloat NdotV = max(dot(N, V), 0.0);\n\tfloat NdotL = max(dot(N, L), 0.0);\n\tfloat ggx2 = GeometrySchlickGGX(NdotV, roughness);\n\tfloat ggx1 = GeometrySchlickGGX(NdotL, roughness);\n\n\treturn ggx1 * ggx2;\n}\n\nfloat GeometrySmith_Fast(vec3 N, vec3 V, vec3 L, float roughness) {\n\t\/\/ Hammon 2017, \"PBR Diffuse Lighting for GGX+Smith Microsurfaces\"\n\tfloat NoV = max(dot(N, V), 0.0);\n\tfloat NoL = max(dot(N, L), 0.0);\n\tfloat v = 0.5 \/ mix(2.0 * NoL * NoV, NoL + NoV, roughness);\n\treturn v;\n}\n\/\/ ----------------------------------------------------------------------------\nvec3 fresnelSchlick(float cosTheta, vec3 F0) {\n\treturn F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);\n}\n\nvec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) {\n\treturn F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);\n}\n\nfloat ShadowCalculation(int index, vec4 fragPosLightSpace, vec3 N, vec3 D)\n{\n\t\/\/ perform perspective divide\n\tvec3 projCoords = fragPosLightSpace.xyz \/ fragPosLightSpace.w;\n\t\/\/ transform to [0,1] range\n\tprojCoords = projCoords * 0.5 + 0.5;\n\t\/\/ get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)\n\tfloat closestDepth = GetShadowTextureInArray(index, projCoords.xy).r;\n\t\/\/\tfloat closestDepth = texture(u_shadowMap[index], projCoords.xy).r;\n\t\/\/ get depth of current fragment from light's perspective\n\tfloat currentDepth = projCoords.z;\n\t\/\/ calculate bias (based on depth map resolution and slope)\n\tfloat bias = max(0.05 * (1.0 - dot(N, D)), 0.005);\n\t\/\/ check whether current frag pos is in shadow\n\t\/\/ float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;\n\t\/\/ PCF\n\tfloat shadow = 0.0;\n\t#if __VERSION__ == 300 \/\/ For ES\n\tvec2 texelSize = 1.0 \/ vec2(c_shadow_width, c_shadow_height);\n\t#else\n\tvec2 texelSize = 1.0 \/ textureSize(u_shadowMap[index], 0);\n\t#endif\n\tfor(int x = -1; x <= 1; ++x)\n\t{\n\t\tfor(int y = -1; y <= 1; ++y)\n\t\t{\n\t\t\tfloat pcfDepth = GetShadowTextureInArray(index, projCoords.xy + vec2(x, y) * texelSize).r;\n\t\t\t\/\/\t\t\tfloat pcfDepth = texture(u_shadowMap[index], projCoords.xy + vec2(x, y) * texelSize).r;\n\t\t\tshadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;\n\t\t}\n\t}\n\tshadow \/= 9.0;\n\n\t\/\/ keep the shadow at 0.0 when outside the far_plane region of the light's frustum.\n\tif(projCoords.z > 1.0)\n\tshadow = 0.0;\n\n\treturn shadow;\n}\n\nvec4 GetShadowTextureInArray(int index, vec2 uv) {\n\tif(index >= MAX_LIGHTS) return vec4(0.0f);\n\tif(index == 0) return texture(u_shadowMap[0], uv);\n\tif(index == 1) return texture(u_shadowMap[1], uv);\n\tif(index == 2) return texture(u_shadowMap[2], uv);\n\tif(index == 3) return texture(u_shadowMap[3], uv);\n\tif(index == 4) return texture(u_shadowMap[4], uv);\n\tif(index == 5) return texture(u_shadowMap[5], uv);\n\tif(index == 6) return texture(u_shadowMap[6], uv);\n\tif(index == 7) return texture(u_shadowMap[7], uv);\n\n\treturn texture(u_shadowMap[0], uv);\n}","avg_line_length":33.5016835017,"max_line_length":155,"alphanum_fraction":0.6820100503} {"size":122,"ext":"glsl","lang":"GLSL","max_stars_count":1.0,"content":"#version 300 es\r\nprecision highp float;\r\n\r\nout vec4 fragColor;\r\n\r\nvoid main() {\r\n\tfragColor = vec4(1.0, 0.0, 0.0, 1.0);\r\n}","avg_line_length":15.25,"max_line_length":39,"alphanum_fraction":0.6229508197} {"size":566,"ext":"glsl","lang":"GLSL","max_stars_count":null,"content":"#type vertex\n#version 330\n\nlayout (location=0) in vec2 pos;\nlayout (location=1) in vec2 tex;\n\nuniform mat4 worldMatrix;\nuniform mat4 viewMatrix;\n\nuniform int plusShift;\nuniform int minusShift;\n\nout vec2 uv;\n\nvoid main() {\n uv = vec2(tex.x + (gl_VertexID > 3 ? plusShift : minusShift), tex.y);\n gl_Position = viewMatrix * (worldMatrix * vec4(pos.x, pos.y, 0.0, 1.0));\n}\n\n#type fragment\n#version 330\n\nin vec2 uv;\n\nuniform sampler2D uTexture;\nuniform int plusShift;\n\nout vec4 FragColor;\n\nvoid main(){\n FragColor = texture(uTexture, vec2(uv.x \/ 4, uv.y \/ 2));\n}","avg_line_length":17.6875,"max_line_length":76,"alphanum_fraction":0.6943462898} {"size":302,"ext":"frag","lang":"GLSL","max_stars_count":2279.0,"content":"\nRWByteAddressBuffer sbuf;\n\nfloat4 main(uint pos : FOO) : SV_Target0\n{\n uint size;\n sbuf.GetDimensions(size);\n\n sbuf.Store(pos, sbuf.Load(pos));\n sbuf.Store2(pos, sbuf.Load2(pos));\n sbuf.Store3(pos, sbuf.Load3(pos));\n sbuf.Store4(pos, sbuf.Load4(pos));\n\n return sbuf.Load(pos);\n}\n","avg_line_length":18.875,"max_line_length":40,"alphanum_fraction":0.6523178808} {"size":142,"ext":"glsl","lang":"GLSL","max_stars_count":10.0,"content":"precision mediump float;\n#pragma glslify: map = require('..\/..\/spring')\nvarying vec2 uv;\nvoid main () {\n gl_FragColor = map(uv.x*2.0\/1.5);\n}\n","avg_line_length":20.2857142857,"max_line_length":46,"alphanum_fraction":0.6549295775} {"size":1633,"ext":"vsh","lang":"GLSL","max_stars_count":28.0,"content":"!!ARBvp1.0\r\nTEMP r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10, r11;\r\nPARAM c[96] = { program.env[0..95] };\r\nALIAS oPos = result.position;\r\nALIAS oD0 = result.color.primary;\r\nALIAS oT0 = result.texcoord[0];\r\nALIAS oFog = result.fogcoord;\r\n\r\nADDRESS a0;\r\n\r\nATTRIB v0 = vertex.attrib[0];\r\nATTRIB v1 = vertex.attrib[1];\r\nATTRIB v2 = vertex.attrib[2];\r\nATTRIB v3 = vertex.attrib[3];\r\nATTRIB v4 = vertex.attrib[4];\r\nATTRIB v5 = vertex.attrib[5];\r\nATTRIB v6 = vertex.attrib[6];\r\n\r\n#DAJ defaults\r\nMOV oD0, c[95].w;\r\nMOV oT0, c[95];\r\nMOV oFog, c[95];\r\n\r\n# (10) build blended transform (2 nodes) ------------------------------------------------\r\nMUL r0.xy, v5, c[9].w;\r\nADD r0.xy, r0, c[5].w;\r\nARL a0.x, r0.x; \r\nMUL r4, v6.x, c[a0.x + 29];\r\nMUL r5, v6.x, c[a0.x + 30];\r\nMUL r6, v6.x, c[a0.x + 31];\r\nARL a0.x, r0.y; \r\nMAD r4, v6.y, c[a0.x + 29], r4;\r\nMAD r5, v6.y, c[a0.x + 30], r5;\r\nMAD r6, v6.y, c[a0.x + 31], r6;\r\n\r\n# (4) transform position ----------------------------------------------------------------\r\nDP4 r0.x, v0, r4;\r\nDP4 r0.y, v0, r5;\r\nDP4 r0.z, v0, r6;\r\nMOV r0.w, v4.w; # necessary because we can't use DPH\r\n\r\n# (4) output homogeneous point ----------------------------------------------------------\r\nDP4 oPos.x, r0, c[0];\r\nDP4 oPos.y, r0, c[1];\r\nDP4 oPos.z, r0, c[2];\r\nDP4 oPos.w, r0, c[3];\r\n\r\n# (2) base map --------------------------------------------------------------------------\r\nDP4 oT0.x, v4, c[11]; # base map\r\nDP4 oT0.y, v4, c[12];\r\n\r\n#DAJ CO fog\r\n# (2) atmospheric fog ----------------------------------------------------------------\r\nDP4 r8.z, r0, c[6];\r\nMUL r8.z, r8.z, c[9].x;\r\nSUB oFog.x, v4.w, r8.z;\r\nEND\r\n","avg_line_length":28.1551724138,"max_line_length":90,"alphanum_fraction":0.4696876914} {"size":2328,"ext":"shader","lang":"GLSL","max_stars_count":50.0,"content":"Shader \"Pixelize\"\n{\n HLSLINCLUDE\n\n \n #include \"Packages\/com.unity.render-pipelines.core\/ShaderLibrary\/Common.hlsl\"\n #include \"Packages\/com.unity.render-pipelines.core\/ShaderLibrary\/Color.hlsl\"\n #include \"Packages\/com.unity.render-pipelines.universal\/ShaderLibrary\/Core.hlsl\"\n #include \"Packages\/com.unity.render-pipelines.universal\/Shaders\/PostProcessing\/Common.hlsl\"\n\n TEXTURE2D_X(_BlitTex);\n\n float4 _BlitTex_TexelSize;\n\n half3 Fetch(float2 coords, float2 offset)\n {\n float2 uv = coords + offset;\n return SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uv).xyz;\n }\n\n half3 Load(int2 icoords, int idx, int idy)\n {\n #if SHADER_API_GLES\n float2 uv = (icoords + int2(idx, idy)) * _BlitTex_TexelSize.xy;\n return SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uv).xyz;\n #else\n return LOAD_TEXTURE2D_X(_BlitTex, clamp(icoords + int2(idx, idy), 0, _BlitTex_TexelSize.zw - 1.0)).xyz;\n #endif\n }\n\n void PixelizeUV(inout float2 uv, float2 blocksCount, int blockSize)\n {\n uv -= 0.5f;\n uv *= blocksCount;\n uv = floor(uv + 0.5f);\n uv \/= blocksCount;\n uv += 0.5f;\n }\n\n half4 Frag(Varyings input) : SV_Target\n {\n UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);\n\n float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);\n\n float speed = 1.0f;\n\n int blockSize = round(lerp(1, 64, sin(_Time.y) * 0.5f + 0.5f));\n float2 blocksCount = _BlitTex_TexelSize.zw \/ blockSize;\n PixelizeUV(uv, blocksCount, blockSize);\n\n float2 positionNDC = uv;\n int2 positionSS = uv * _BlitTex_TexelSize.zw;\n\n half3 color = Load(positionSS, 0, 0).xyz;\n\n color = color;\n\n return half4(color, 1.0);\n }\n\n ENDHLSL\n\n SubShader\n {\n Tags { \"RenderType\" = \"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\"}\n LOD 100\n ZTest Always ZWrite Off Cull Off\n\n Pass\n {\n Name \"FinalPost\"\n\n HLSLPROGRAM\n #pragma vertex Vert\n #pragma fragment Frag\n ENDHLSL\n }\n }\n}\n","avg_line_length":28.7407407407,"max_line_length":115,"alphanum_fraction":0.5713058419} {"size":74,"ext":"glsl","lang":"GLSL","max_stars_count":66.0,"content":"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = uv2;\n\n#endif\n","avg_line_length":12.3333333333,"max_line_length":51,"alphanum_fraction":0.6621621622} {"size":141,"ext":"fsh","lang":"GLSL","max_stars_count":3.0,"content":"#version 150\n\nuniform sampler2D tex;\n\nin vec2 v_uv1;\nout vec4 PixelColor;\n\nvoid main()\n{\n\tPixelColor = vec4(v_uv1[0], v_uv1[1], 1.0, 1.0);\n}\n","avg_line_length":11.75,"max_line_length":49,"alphanum_fraction":0.6737588652} {"size":481,"ext":"frag","lang":"GLSL","max_stars_count":114.0,"content":"\nvarying vec3 vSpeed;\nvarying float fogFactor;\n\nvec2 vTexCoord;\nvec3 nNormal;\n\n\/\/[\nvec2 getTexCoord();\nvec3 getNormal();\nvec4 getBump();\nvec4 addFog(vec4 color, float intensity);\nvec3 getSpeedColor(vec3 speed);\n\/\/]\n\nuniform float trans;\n\nvoid main (void)\n{\n vTexCoord = getTexCoord();\n nNormal = getNormal();\n\n vec4 color = getBump();\n color = addFog(color, fogFactor);\n\n gl_FragData[0] = vec4(trans, 0., 0., 1. - trans);\n gl_FragData[1] = vec4(getSpeedColor(vSpeed), 1.);\n}\n","avg_line_length":16.5862068966,"max_line_length":51,"alphanum_fraction":0.6881496881} {"size":108,"ext":"frag","lang":"GLSL","max_stars_count":2.0,"content":"#version 450\n\nlayout(location = 0) out vec4 outFragColor;\n\nvoid main() { outFragColor = vec4(1, 1, 1, 1); }\n","avg_line_length":18.0,"max_line_length":48,"alphanum_fraction":0.6666666667} {"size":3895,"ext":"shader","lang":"GLSL","max_stars_count":4.0,"content":"\ufeff\/\/ 4D extension of Pcx by Hiroyuki Inou:\n\/\/ Pcx - Point cloud importer & renderer for Unity\n\/\/ https:\/\/github.com\/keijiro\/Pcx\n\nShader \"Point Cloud\/Point4D-Perspective\"\n{\n Properties\n {\n _Tint(\"Tint\", Color) = (0.5, 0.5, 0.5, 1)\n _PointSize(\"Point Size\", Float) = 0.05\n [Toggle] _Distance(\"Apply Distance\", Float) = 1\n _Translation4D(\"4D Translation\", Vector) = (0, 0, 0, 0)\n [Toggle] _Chiral(\"Chirality (invert w coordinate)\", Float) = 0\n _Camera4D(\"4D Camera\", Vector) = (0, 0, 0, 5)\n _FoV(\"FoV\", Float) = 90\n }\n SubShader\n {\n Tags { \"RenderType\"=\"Opaque\" }\n Pass\n {\n CGPROGRAM\n\n #pragma vertex Vertex\n #pragma fragment Fragment\n\n #pragma multi_compile_fog\n #pragma multi_compile _ UNITY_COLORSPACE_GAMMA\n #pragma multi_compile _ _DISTANCE_ON\n #pragma multi_compile _ _COMPUTE_BUFFER\n\n #include \"UnityCG.cginc\"\n #include \"Common.cginc\"\n\n struct Attributes\n {\n float4 position : POSITION;\n half3 color : COLOR;\n float2 uv2 : TEXCOORD1;\n };\n\n struct Varyings\n {\n float4 position : SV_Position;\n half3 color : COLOR;\n half psize : PSIZE;\n UNITY_FOG_COORDS(0)\n };\n\n struct Point4D\n {\n float4 position;\n uint color;\n };\n\n half4 _Tint;\n float4x4 _Transform;\n half _PointSize;\n float _Chiral;\n\n float4x4 _Rotation4D;\n float4 _Translation4D;\n float4 _Camera4D;\n float _FoV;\n float4x4 _View4D;\n\n #if _COMPUTE_BUFFER\n StructuredBuffer _PointBuffer;\n #endif\n\n #if _COMPUTE_BUFFER\n Varyings Vertex(uint vid : SV_VertexID)\n #else\n Varyings Vertex(Attributes input)\n #endif\n {\n #if _COMPUTE_BUFFER\n Point4D pt = _PointBuffer[vid];\n float4 pos4d = mul(_Rotation4D, pt.position) + _Translation4D;\n float4 pos = mul(_Transform, float4(pos4d.xyz, 1));\n half3 col = PcxDecodeColor(pt.color);\n #else\n\n float4 pos4d = float4(input.position.xyz, _Chiral ? -input.uv2.x : input.uv2.x);\n pos4d = mul(_Rotation4D, pos4d + _Translation4D);\n \/\/pos4d = pos4d + _Translation4D;\n \/\/ view position\n float4 viewPos4d = mul(_View4D, pos4d - _Camera4D);\n \/\/\/ perspective projection\n static const float PI = 3.14159265f;\n static const float DEG2RAD = PI\/180.f;\n float4 pos = float4(viewPos4d.xyz\/(viewPos4d.w*tan(_FoV*DEG2RAD\/2)), 1);\n half3 col = input.color;\n #endif\n\n #ifdef UNITY_COLORSPACE_GAMMA\n col *= _Tint.rgb * 2;\n #else\n col *= LinearToGammaSpace(_Tint.rgb) * 2;\n col = GammaToLinearSpace(col);\n #endif\n\n Varyings o;\n o.position = UnityObjectToClipPos(pos);\n o.color = col;\n #ifdef _DISTANCE_ON\n o.psize = _PointSize \/ o.position.w * _ScreenParams.y;\n #else\n o.psize = _PointSize;\n #endif\n UNITY_TRANSFER_FOG(o, o.position);\n return o;\n }\n\n half4 Fragment(Varyings input) : SV_Target\n {\n half4 c = half4(input.color, _Tint.a);\n UNITY_APPLY_FOG(input.fogCoord, c);\n return c;\n }\n\n ENDCG\n }\n }\n CustomEditor \"Pcx4D.Point4DMaterialInspector\"\n}\n","avg_line_length":30.6692913386,"max_line_length":96,"alphanum_fraction":0.5024390244} {"size":33528,"ext":"vert","lang":"GLSL","max_stars_count":36.0,"content":"150.000 0.000 0.000\n149.616 0.000 3.902\n149.616 3.902 0.000\n149.616 0.000 3.902\n148.478 0.000 7.654\n149.194 3.975 3.975\n149.616 3.902 0.000\n149.616 0.000 3.902\n149.194 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0.000\n130.000 19.616 3.902\n130.000 20.000 0.000\n130.000 20.000 0.000\n130.000 19.616 3.902\n126.098 19.616 0.000\n130.000 19.616 3.902\n130.000 18.478 7.654\n126.025 19.194 3.975\n126.098 19.616 0.000\n130.000 19.616 3.902\n126.025 19.194 3.975\n126.098 19.616 0.000\n126.025 19.194 3.975\n122.346 18.478 0.000\n130.000 18.478 7.654\n130.000 16.629 11.111\n125.823 17.806 8.092\n130.000 16.629 11.111\n130.000 14.142 14.142\n125.774 15.774 11.547\n125.823 17.806 8.092\n130.000 16.629 11.111\n125.774 15.774 11.547\n125.823 17.806 8.092\n125.774 15.774 11.547\n121.835 16.330 8.165\n122.346 18.478 0.000\n126.025 19.194 3.975\n121.908 17.806 4.177\n126.025 19.194 3.975\n130.000 18.478 7.654\n125.823 17.806 8.092\n121.908 17.806 4.177\n126.025 19.194 3.975\n125.823 17.806 8.092\n121.908 17.806 4.177\n125.823 17.806 8.092\n121.835 16.330 8.165\n122.346 18.478 0.000\n121.908 17.806 4.177\n118.889 16.629 0.000\n121.908 17.806 4.177\n121.835 16.330 8.165\n118.453 15.774 4.226\n118.889 16.629 0.000\n121.908 17.806 4.177\n118.453 15.774 4.226\n118.889 16.629 0.000\n118.453 15.774 4.226\n115.858 14.142 0.000\n130.000 14.142 14.142\n130.000 11.111 16.629\n125.774 11.547 15.774\n130.000 11.111 16.629\n130.000 7.654 18.478\n125.823 8.092 17.806\n125.774 11.547 15.774\n130.000 11.111 16.629\n125.823 8.092 17.806\n125.774 11.547 15.774\n125.823 8.092 17.806\n121.835 8.165 16.330\n130.000 7.654 18.478\n130.000 3.902 19.616\n126.025 3.975 19.194\n130.000 3.902 19.616\n130.000 0.000 20.000\n126.098 0.000 19.616\n126.025 3.975 19.194\n130.000 3.902 19.616\n126.098 0.000 19.616\n126.025 3.975 19.194\n126.098 0.000 19.616\n122.346 0.000 18.478\n121.835 8.165 16.330\n125.823 8.092 17.806\n121.908 4.177 17.806\n125.823 8.092 17.806\n130.000 7.654 18.478\n126.025 3.975 19.194\n121.908 4.177 17.806\n125.823 8.092 17.806\n126.025 3.975 19.194\n121.908 4.177 17.806\n126.025 3.975 19.194\n122.346 0.000 18.478\n121.835 8.165 16.330\n121.908 4.177 17.806\n118.453 4.226 15.774\n121.908 4.177 17.806\n122.346 0.000 18.478\n118.889 0.000 16.629\n118.453 4.226 15.774\n121.908 4.177 17.806\n118.889 0.000 16.629\n118.453 4.226 15.774\n118.889 0.000 16.629\n115.858 0.000 14.142\n115.858 14.142 0.000\n118.453 15.774 4.226\n114.226 11.547 4.226\n118.453 15.774 4.226\n121.835 16.330 8.165\n117.208 12.792 8.528\n114.226 11.547 4.226\n118.453 15.774 4.226\n117.208 12.792 8.528\n114.226 11.547 4.226\n117.208 12.792 8.528\n113.670 8.165 8.165\n121.835 16.330 8.165\n125.774 15.774 11.547\n121.472 12.792 12.792\n125.774 15.774 11.547\n130.000 14.142 14.142\n125.774 11.547 15.774\n121.472 12.792 12.792\n125.774 15.774 11.547\n125.774 11.547 15.774\n121.472 12.792 12.792\n125.774 11.547 15.774\n121.835 8.165 16.330\n113.670 8.165 8.165\n117.208 12.792 8.528\n117.208 8.528 12.792\n117.208 12.792 8.528\n121.835 16.330 8.165\n121.472 12.792 12.792\n117.208 8.528 12.792\n117.208 12.792 8.528\n121.472 12.792 12.792\n117.208 8.528 12.792\n121.472 12.792 12.792\n121.835 8.165 16.330\n113.670 8.165 8.165\n117.208 8.528 12.792\n114.226 4.226 11.547\n117.208 8.528 12.792\n121.835 8.165 16.330\n118.453 4.226 15.774\n114.226 4.226 11.547\n117.208 8.528 12.792\n118.453 4.226 15.774\n114.226 4.226 11.547\n118.453 4.226 15.774\n115.858 0.000 14.142\n115.858 14.142 0.000\n114.226 11.547 4.226\n113.371 11.111 0.000\n114.226 11.547 4.226\n113.670 8.165 8.165\n112.194 8.092 4.177\n113.371 11.111 0.000\n114.226 11.547 4.226\n112.194 8.092 4.177\n113.371 11.111 0.000\n112.194 8.092 4.177\n111.522 7.654 0.000\n113.670 8.165 8.165\n114.226 4.226 11.547\n112.194 4.177 8.092\n114.226 4.226 11.547\n115.858 0.000 14.142\n113.371 0.000 11.111\n112.194 4.177 8.092\n114.226 4.226 11.547\n113.371 0.000 11.111\n112.194 4.177 8.092\n113.371 0.000 11.111\n111.522 0.000 7.654\n111.522 7.654 0.000\n112.194 8.092 4.177\n110.806 3.975 3.975\n112.194 8.092 4.177\n113.670 8.165 8.165\n112.194 4.177 8.092\n110.806 3.975 3.975\n112.194 8.092 4.177\n112.194 4.177 8.092\n110.806 3.975 3.975\n112.194 4.177 8.092\n111.522 0.000 7.654\n111.522 7.654 0.000\n110.806 3.975 3.975\n110.384 3.902 0.000\n110.806 3.975 3.975\n111.522 0.000 7.654\n110.384 0.000 3.902\n110.384 3.902 0.000\n110.806 3.975 3.975\n110.384 0.000 3.902\n110.384 3.902 0.000\n110.384 0.000 3.902\n110.000 0.000 0.000\n110.000 0.000 0.000\n110.384 0.000 3.902\n110.384 -3.902 0.000\n110.384 0.000 3.902\n111.522 0.000 7.654\n110.806 -3.975 3.975\n110.384 -3.902 0.000\n110.384 0.000 3.902\n110.806 -3.975 3.975\n110.384 -3.902 0.000\n110.806 -3.975 3.975\n111.522 -7.654 0.000\n111.522 0.000 7.654\n113.371 0.000 11.111\n112.194 -4.177 8.092\n113.371 0.000 11.111\n115.858 0.000 14.142\n114.226 -4.226 11.547\n112.194 -4.177 8.092\n113.371 0.000 11.111\n114.226 -4.226 11.547\n112.194 -4.177 8.092\n114.226 -4.226 11.547\n113.670 -8.165 8.165\n111.522 -7.654 0.000\n110.806 -3.975 3.975\n112.194 -8.092 4.177\n110.806 -3.975 3.975\n111.522 0.000 7.654\n112.194 -4.177 8.092\n112.194 -8.092 4.177\n110.806 -3.975 3.975\n112.194 -4.177 8.092\n112.194 -8.092 4.177\n112.194 -4.177 8.092\n113.670 -8.165 8.165\n111.522 -7.654 0.000\n112.194 -8.092 4.177\n113.371 -11.111 0.000\n112.194 -8.092 4.177\n113.670 -8.165 8.165\n114.226 -11.547 4.226\n113.371 -11.111 0.000\n112.194 -8.092 4.177\n114.226 -11.547 4.226\n113.371 -11.111 0.000\n114.226 -11.547 4.226\n115.858 -14.142 0.000\n115.858 0.000 14.142\n118.889 0.000 16.629\n118.453 -4.226 15.774\n118.889 0.000 16.629\n122.346 0.000 18.478\n121.908 -4.177 17.806\n118.453 -4.226 15.774\n118.889 0.000 16.629\n121.908 -4.177 17.806\n118.453 -4.226 15.774\n121.908 -4.177 17.806\n121.835 -8.165 16.330\n122.346 0.000 18.478\n126.098 0.000 19.616\n126.025 -3.975 19.194\n126.098 0.000 19.616\n130.000 0.000 20.000\n130.000 -3.902 19.616\n126.025 -3.975 19.194\n126.098 0.000 19.616\n130.000 -3.902 19.616\n126.025 -3.975 19.194\n130.000 -3.902 19.616\n130.000 -7.654 18.478\n121.835 -8.165 16.330\n121.908 -4.177 17.806\n125.823 -8.092 17.806\n121.908 -4.177 17.806\n122.346 0.000 18.478\n126.025 -3.975 19.194\n125.823 -8.092 17.806\n121.908 -4.177 17.806\n126.025 -3.975 19.194\n125.823 -8.092 17.806\n126.025 -3.975 19.194\n130.000 -7.654 18.478\n121.835 -8.165 16.330\n125.823 -8.092 17.806\n125.774 -11.547 15.774\n125.823 -8.092 17.806\n130.000 -7.654 18.478\n130.000 -11.111 16.629\n125.774 -11.547 15.774\n125.823 -8.092 17.806\n130.000 -11.111 16.629\n125.774 -11.547 15.774\n130.000 -11.111 16.629\n130.000 -14.142 14.142\n115.858 -14.142 0.000\n114.226 -11.547 4.226\n118.453 -15.774 4.226\n114.226 -11.547 4.226\n113.670 -8.165 8.165\n117.208 -12.792 8.528\n118.453 -15.774 4.226\n114.226 -11.547 4.226\n117.208 -12.792 8.528\n118.453 -15.774 4.226\n117.208 -12.792 8.528\n121.835 -16.330 8.165\n113.670 -8.165 8.165\n114.226 -4.226 11.547\n117.208 -8.528 12.792\n114.226 -4.226 11.547\n115.858 0.000 14.142\n118.453 -4.226 15.774\n117.208 -8.528 12.792\n114.226 -4.226 11.547\n118.453 -4.226 15.774\n117.208 -8.528 12.792\n118.453 -4.226 15.774\n121.835 -8.165 16.330\n121.835 -16.330 8.165\n117.208 -12.792 8.528\n121.472 -12.792 12.792\n117.208 -12.792 8.528\n113.670 -8.165 8.165\n117.208 -8.528 12.792\n121.472 -12.792 12.792\n117.208 -12.792 8.528\n117.208 -8.528 12.792\n121.472 -12.792 12.792\n117.208 -8.528 12.792\n121.835 -8.165 16.330\n121.835 -16.330 8.165\n121.472 -12.792 12.792\n125.774 -15.774 11.547\n121.472 -12.792 12.792\n121.835 -8.165 16.330\n125.774 -11.547 15.774\n125.774 -15.774 11.547\n121.472 -12.792 12.792\n125.774 -11.547 15.774\n125.774 -15.774 11.547\n125.774 -11.547 15.774\n130.000 -14.142 14.142\n115.858 -14.142 0.000\n118.453 -15.774 4.226\n118.889 -16.629 0.000\n118.453 -15.774 4.226\n121.835 -16.330 8.165\n121.908 -17.806 4.177\n118.889 -16.629 0.000\n118.453 -15.774 4.226\n121.908 -17.806 4.177\n118.889 -16.629 0.000\n121.908 -17.806 4.177\n122.346 -18.478 0.000\n121.835 -16.330 8.165\n125.774 -15.774 11.547\n125.823 -17.806 8.092\n125.774 -15.774 11.547\n130.000 -14.142 14.142\n130.000 -16.629 11.111\n125.823 -17.806 8.092\n125.774 -15.774 11.547\n130.000 -16.629 11.111\n125.823 -17.806 8.092\n130.000 -16.629 11.111\n130.000 -18.478 7.654\n122.346 -18.478 0.000\n121.908 -17.806 4.177\n126.025 -19.194 3.975\n121.908 -17.806 4.177\n121.835 -16.330 8.165\n125.823 -17.806 8.092\n126.025 -19.194 3.975\n121.908 -17.806 4.177\n125.823 -17.806 8.092\n126.025 -19.194 3.975\n125.823 -17.806 8.092\n130.000 -18.478 7.654\n122.346 -18.478 0.000\n126.025 -19.194 3.975\n126.098 -19.616 0.000\n126.025 -19.194 3.975\n130.000 -18.478 7.654\n130.000 -19.616 3.902\n126.098 -19.616 0.000\n126.025 -19.194 3.975\n130.000 -19.616 3.902\n126.098 -19.616 0.000\n130.000 -19.616 3.902\n130.000 -20.000 0.000\n130.000 -20.000 0.000\n130.000 -19.616 3.902\n133.902 -19.616 0.000\n130.000 -19.616 3.902\n130.000 -18.478 7.654\n133.975 -19.194 3.975\n133.902 -19.616 0.000\n130.000 -19.616 3.902\n133.975 -19.194 3.975\n133.902 -19.616 0.000\n133.975 -19.194 3.975\n137.654 -18.478 0.000\n130.000 -18.478 7.654\n130.000 -16.629 11.111\n134.177 -17.806 8.092\n130.000 -16.629 11.111\n130.000 -14.142 14.142\n134.226 -15.774 11.547\n134.177 -17.806 8.092\n130.000 -16.629 11.111\n134.226 -15.774 11.547\n134.177 -17.806 8.092\n134.226 -15.774 11.547\n138.165 -16.330 8.165\n137.654 -18.478 0.000\n133.975 -19.194 3.975\n138.092 -17.806 4.177\n133.975 -19.194 3.975\n130.000 -18.478 7.654\n134.177 -17.806 8.092\n138.092 -17.806 4.177\n133.975 -19.194 3.975\n134.177 -17.806 8.092\n138.092 -17.806 4.177\n134.177 -17.806 8.092\n138.165 -16.330 8.165\n137.654 -18.478 0.000\n138.092 -17.806 4.177\n141.111 -16.629 0.000\n138.092 -17.806 4.177\n138.165 -16.330 8.165\n141.547 -15.774 4.226\n141.111 -16.629 0.000\n138.092 -17.806 4.177\n141.547 -15.774 4.226\n141.111 -16.629 0.000\n141.547 -15.774 4.226\n144.142 -14.142 0.000\n130.000 -14.142 14.142\n130.000 -11.111 16.629\n134.226 -11.547 15.774\n130.000 -11.111 16.629\n130.000 -7.654 18.478\n134.177 -8.092 17.806\n134.226 -11.547 15.774\n130.000 -11.111 16.629\n134.177 -8.092 17.806\n134.226 -11.547 15.774\n134.177 -8.092 17.806\n138.165 -8.165 16.330\n130.000 -7.654 18.478\n130.000 -3.902 19.616\n133.975 -3.975 19.194\n130.000 -3.902 19.616\n130.000 0.000 20.000\n133.902 0.000 19.616\n133.975 -3.975 19.194\n130.000 -3.902 19.616\n133.902 0.000 19.616\n133.975 -3.975 19.194\n133.902 0.000 19.616\n137.654 0.000 18.478\n138.165 -8.165 16.330\n134.177 -8.092 17.806\n138.092 -4.177 17.806\n134.177 -8.092 17.806\n130.000 -7.654 18.478\n133.975 -3.975 19.194\n138.092 -4.177 17.806\n134.177 -8.092 17.806\n133.975 -3.975 19.194\n138.092 -4.177 17.806\n133.975 -3.975 19.194\n137.654 0.000 18.478\n138.165 -8.165 16.330\n138.092 -4.177 17.806\n141.547 -4.226 15.774\n138.092 -4.177 17.806\n137.654 0.000 18.478\n141.111 0.000 16.629\n141.547 -4.226 15.774\n138.092 -4.177 17.806\n141.111 0.000 16.629\n141.547 -4.226 15.774\n141.111 0.000 16.629\n144.142 0.000 14.142\n144.142 -14.142 0.000\n141.547 -15.774 4.226\n145.774 -11.547 4.226\n141.547 -15.774 4.226\n138.165 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0.000 14.142\n144.142 -14.142 0.000\n145.774 -11.547 4.226\n146.629 -11.111 0.000\n145.774 -11.547 4.226\n146.330 -8.165 8.165\n147.806 -8.092 4.177\n146.629 -11.111 0.000\n145.774 -11.547 4.226\n147.806 -8.092 4.177\n146.629 -11.111 0.000\n147.806 -8.092 4.177\n148.478 -7.654 0.000\n146.330 -8.165 8.165\n145.774 -4.226 11.547\n147.806 -4.177 8.092\n145.774 -4.226 11.547\n144.142 0.000 14.142\n146.629 0.000 11.111\n147.806 -4.177 8.092\n145.774 -4.226 11.547\n146.629 0.000 11.111\n147.806 -4.177 8.092\n146.629 0.000 11.111\n148.478 0.000 7.654\n148.478 -7.654 0.000\n147.806 -8.092 4.177\n149.194 -3.975 3.975\n147.806 -8.092 4.177\n146.330 -8.165 8.165\n147.806 -4.177 8.092\n149.194 -3.975 3.975\n147.806 -8.092 4.177\n147.806 -4.177 8.092\n149.194 -3.975 3.975\n147.806 -4.177 8.092\n148.478 0.000 7.654\n148.478 -7.654 0.000\n149.194 -3.975 3.975\n149.616 -3.902 0.000\n149.194 -3.975 3.975\n148.478 0.000 7.654\n149.616 0.000 3.902\n149.616 -3.902 0.000\n149.194 -3.975 3.975\n149.616 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-16.330\n125.823 -8.092 -17.806\n126.025 -3.975 -19.194\n121.908 -4.177 -17.806\n125.823 -8.092 -17.806\n126.025 -3.975 -19.194\n125.823 -8.092 -17.806\n130.000 -7.654 -18.478\n122.346 0.000 -18.478\n126.025 -3.975 -19.194\n126.098 0.000 -19.616\n126.025 -3.975 -19.194\n130.000 -7.654 -18.478\n130.000 -3.902 -19.616\n126.098 0.000 -19.616\n126.025 -3.975 -19.194\n130.000 -3.902 -19.616\n126.098 0.000 -19.616\n130.000 -3.902 -19.616\n130.000 0.000 -20.000\n130.000 -20.000 0.000\n133.902 -19.616 0.000\n130.000 -19.616 -3.902\n133.902 -19.616 0.000\n137.654 -18.478 0.000\n133.975 -19.194 -3.975\n130.000 -19.616 -3.902\n133.902 -19.616 0.000\n133.975 -19.194 -3.975\n130.000 -19.616 -3.902\n133.975 -19.194 -3.975\n130.000 -18.478 -7.654\n137.654 -18.478 0.000\n141.111 -16.629 0.000\n138.092 -17.806 -4.177\n141.111 -16.629 0.000\n144.142 -14.142 0.000\n141.547 -15.774 -4.226\n138.092 -17.806 -4.177\n141.111 -16.629 0.000\n141.547 -15.774 -4.226\n138.092 -17.806 -4.177\n141.547 -15.774 -4.226\n138.165 -16.330 -8.165\n130.000 -18.478 -7.654\n133.975 -19.194 -3.975\n134.177 -17.806 -8.092\n133.975 -19.194 -3.975\n137.654 -18.478 0.000\n138.092 -17.806 -4.177\n134.177 -17.806 -8.092\n133.975 -19.194 -3.975\n138.092 -17.806 -4.177\n134.177 -17.806 -8.092\n138.092 -17.806 -4.177\n138.165 -16.330 -8.165\n130.000 -18.478 -7.654\n134.177 -17.806 -8.092\n130.000 -16.629 -11.111\n134.177 -17.806 -8.092\n138.165 -16.330 -8.165\n134.226 -15.774 -11.547\n130.000 -16.629 -11.111\n134.177 -17.806 -8.092\n134.226 -15.774 -11.547\n130.000 -16.629 -11.111\n134.226 -15.774 -11.547\n130.000 -14.142 -14.142\n144.142 -14.142 0.000\n146.629 -11.111 0.000\n145.774 -11.547 -4.226\n146.629 -11.111 0.000\n148.478 -7.654 0.000\n147.806 -8.092 -4.177\n145.774 -11.547 -4.226\n146.629 -11.111 0.000\n147.806 -8.092 -4.177\n145.774 -11.547 -4.226\n147.806 -8.092 -4.177\n146.330 -8.165 -8.165\n148.478 -7.654 0.000\n149.616 -3.902 0.000\n149.194 -3.975 -3.975\n149.616 -3.902 0.000\n150.000 0.000 0.000\n149.616 0.000 -3.902\n149.194 -3.975 -3.975\n149.616 -3.902 0.000\n149.616 0.000 -3.902\n149.194 -3.975 -3.975\n149.616 0.000 -3.902\n148.478 0.000 -7.654\n146.330 -8.165 -8.165\n147.806 -8.092 -4.177\n147.806 -4.177 -8.092\n147.806 -8.092 -4.177\n148.478 -7.654 0.000\n149.194 -3.975 -3.975\n147.806 -4.177 -8.092\n147.806 -8.092 -4.177\n149.194 -3.975 -3.975\n147.806 -4.177 -8.092\n149.194 -3.975 -3.975\n148.478 0.000 -7.654\n146.330 -8.165 -8.165\n147.806 -4.177 -8.092\n145.774 -4.226 -11.547\n147.806 -4.177 -8.092\n148.478 0.000 -7.654\n146.629 0.000 -11.111\n145.774 -4.226 -11.547\n147.806 -4.177 -8.092\n146.629 0.000 -11.111\n145.774 -4.226 -11.547\n146.629 0.000 -11.111\n144.142 0.000 -14.142\n130.000 -14.142 -14.142\n134.226 -15.774 -11.547\n134.226 -11.547 -15.774\n134.226 -15.774 -11.547\n138.165 -16.330 -8.165\n138.528 -12.792 -12.792\n134.226 -11.547 -15.774\n134.226 -15.774 -11.547\n138.528 -12.792 -12.792\n134.226 -11.547 -15.774\n138.528 -12.792 -12.792\n138.165 -8.165 -16.330\n138.165 -16.330 -8.165\n141.547 -15.774 -4.226\n142.792 -12.792 -8.528\n141.547 -15.774 -4.226\n144.142 -14.142 0.000\n145.774 -11.547 -4.226\n142.792 -12.792 -8.528\n141.547 -15.774 -4.226\n145.774 -11.547 -4.226\n142.792 -12.792 -8.528\n145.774 -11.547 -4.226\n146.330 -8.165 -8.165\n138.165 -8.165 -16.330\n138.528 -12.792 -12.792\n142.792 -8.528 -12.792\n138.528 -12.792 -12.792\n138.165 -16.330 -8.165\n142.792 -12.792 -8.528\n142.792 -8.528 -12.792\n138.528 -12.792 -12.792\n142.792 -12.792 -8.528\n142.792 -8.528 -12.792\n142.792 -12.792 -8.528\n146.330 -8.165 -8.165\n138.165 -8.165 -16.330\n142.792 -8.528 -12.792\n141.547 -4.226 -15.774\n142.792 -8.528 -12.792\n146.330 -8.165 -8.165\n145.774 -4.226 -11.547\n141.547 -4.226 -15.774\n142.792 -8.528 -12.792\n145.774 -4.226 -11.547\n141.547 -4.226 -15.774\n145.774 -4.226 -11.547\n144.142 0.000 -14.142\n130.000 -14.142 -14.142\n134.226 -11.547 -15.774\n130.000 -11.111 -16.629\n134.226 -11.547 -15.774\n138.165 -8.165 -16.330\n134.177 -8.092 -17.806\n130.000 -11.111 -16.629\n134.226 -11.547 -15.774\n134.177 -8.092 -17.806\n130.000 -11.111 -16.629\n134.177 -8.092 -17.806\n130.000 -7.654 -18.478\n138.165 -8.165 -16.330\n141.547 -4.226 -15.774\n138.092 -4.177 -17.806\n141.547 -4.226 -15.774\n144.142 0.000 -14.142\n141.111 0.000 -16.629\n138.092 -4.177 -17.806\n141.547 -4.226 -15.774\n141.111 0.000 -16.629\n138.092 -4.177 -17.806\n141.111 0.000 -16.629\n137.654 0.000 -18.478\n130.000 -7.654 -18.478\n134.177 -8.092 -17.806\n133.975 -3.975 -19.194\n134.177 -8.092 -17.806\n138.165 -8.165 -16.330\n138.092 -4.177 -17.806\n133.975 -3.975 -19.194\n134.177 -8.092 -17.806\n138.092 -4.177 -17.806\n133.975 -3.975 -19.194\n138.092 -4.177 -17.806\n137.654 0.000 -18.478\n130.000 -7.654 -18.478\n133.975 -3.975 -19.194\n130.000 -3.902 -19.616\n133.975 -3.975 -19.194\n137.654 0.000 -18.478\n133.902 0.000 -19.616\n130.000 -3.902 -19.616\n133.975 -3.975 -19.194\n133.902 0.000 -19.616\n130.000 -3.902 -19.616\n133.902 0.000 -19.616\n130.000 0.000 -20.000\n","avg_line_length":21.8139232271,"max_line_length":23,"alphanum_fraction":0.6848007635} {"size":4635,"ext":"glsl","lang":"GLSL","max_stars_count":2.0,"content":"#version 150\n\n\/\/ Checking for the exact alpha value breaks things, so I use this function to cut down on space while also making it work better.\n\nbool check_alpha(float textureAlpha, float targetAlpha) {\n\t\n\tfloat targetLess = targetAlpha - 0.01;\n\tfloat targetMore = targetAlpha + 0.01;\n\treturn (textureAlpha > targetLess && textureAlpha < targetMore);\n\t\n}\n\n\n\/\/ For cases in which you want something to have a lower light level, but still be bright when in light.\n\nvec4 apply_partial_emissivity(vec4 inputColor, vec4 originalLightColor, vec3 minimumLightColor) {\n\t\n\tvec4 newLightColor = originalLightColor;\n\tnewLightColor.r = max(originalLightColor.r, minimumLightColor.r);\n\tnewLightColor.g = max(originalLightColor.g, minimumLightColor.g);\n\tnewLightColor.b = max(originalLightColor.b, minimumLightColor.b);\n\treturn inputColor * newLightColor;\n\t\n}\n\n\n\/\/ The meat and bones of the pack, does all the work for making things emissive.\n\nvec4 make_emissive(vec4 inputColor, vec4 lightColor, vec4 maxLightColor, float vertexDistance, float inputAlpha) {\n\t\n\tif (vertexDistance > 800) return inputColor; \/\/ Vertex Distance > 800 generally means an object is in the UI, which we don't want to affect.\n\t\n\tif (check_alpha(inputAlpha, 252.0)) return inputColor; \/\/ Checks for alpha 252 and just returns the input color if it is. Used in the example pack for redstone ore and the zombie's eyes.\n\telse if (check_alpha(inputAlpha, 251.0)) return apply_partial_emissivity(inputColor, lightColor, vec3(0.411, 0.345, 0.388)); \/\/ Used in the example pack for ice.\n\telse if (check_alpha(inputAlpha, 250.0)) return inputColor; \/\/ You can copy & this line and change the function to add a new emissive type. Used in the example pack for lime concrete. \n\t\n\telse return inputColor * lightColor; \/\/ If none of the pixels are supposed to be emissive, then it adds the light.\n\t\n}\n\n\n\/\/ Gets the dimension that an object is in, -1 for The Nether, 0 for The Overworld, 1 for The End.\n\nfloat get_dimension(vec4 minLightColor) {\n\t\n\tif (minLightColor.r == minLightColor.g && minLightColor.g == minLightColor.b) return 0.0; \/\/ Shadows are grayscale in The Overworld\n\telse if (minLightColor.r > minLightColor.g) return -1.0; \/\/ Shadows are more red in The Nether\n\telse return 1.0; \/\/ Shadows are slightly green in The End\n\t\n}\n\n\n\/\/ Gets the face lighting of a block. Credits to Venaxsys for the original function.\n\nvec4 get_face_lighting(vec3 normal, float dimension) { \n\t\n\tvec4 faceLighting = vec4(1.0, 1.0, 1.0, 1.0);\n\tvec3 absNormal = abs(normal);\n\tfloat top = 229.0 \/ 255.0;\n\tfloat bottom = 127.0 \/ 255.0;\n\tfloat east = 153.0 \/ 255.0;\n\tfloat north = 204.0 \/ 255.0;\n\t\n\t\/\/ Top (only required in the Nether)\n\tif (normal.y > normal.z && normal.y > normal.x && check_alpha(dimension, -1.0)) faceLighting = vec4(top, top, top, 1.0); \/\/ It's not really checking the alpha but I'm too stubborn to change the function name\n\t\n\t\/\/ Bottom\n\tif (normal.y < normal.z && normal.y < normal.x && !check_alpha(dimension, -1.0)) faceLighting = vec4(bottom, bottom, bottom, 1.0);\n\telse if (normal.y < normal.z && normal.y < normal.x && check_alpha(dimension, -1.0)) faceLighting = vec4(top, top, top, 1.0);\n\n\t\/\/ East-West\n\tif (absNormal.x > absNormal.z && absNormal.x > absNormal.y) faceLighting = vec4(east, east, east, 1.0);\n\n\t\/\/ North-South\n\tif (absNormal.z > absNormal.x && absNormal.z > absNormal.y) faceLighting = vec4(north, north, north, 1.0);\n\n\treturn faceLighting;\n}\n\n\n\/\/ Checks the alpha and removes face lighting if required.\n\nvec4 face_lighting_check(vec3 normal, float inputAlpha, float dimension) {\n\n\tif (check_alpha(inputAlpha, 250.0)) return get_face_lighting(normal, dimension); \/\/ Checks for alpha 250, and runs it through the remove_face_lighting() function if it is. Used in the example pack for lime concrete.\n\telse return vec4(1.0, 1.0, 1.0, 1.0); \/\/ If the block doesn't need to have its face lighting removed, returns 1.0 so nothing gets divided.\n\t\n}\n\n\n\/\/ Makes sure transparent things don't become solid and vice versa.\n\nfloat remap_alpha(float inputAlpha) {\n\t\n\tif (check_alpha(inputAlpha, 252.0)) return 255.0; \/\/ Checks for alpha 252 and converts all pixels of that to alpha 255. Used in the example pack for redstone ore and the zombie's eyes.\n\telse if (check_alpha(inputAlpha, 251.0)) return 190.0; \/\/ You can copy & paste this line and change the values to make any transparent block work with this pack. Used in the example pack for ice.\n\telse if (check_alpha(inputAlpha, 250.0)) return 255.0; \/\/ Used in the example pack for lime concrete.\n\t\n\telse return inputAlpha; \/\/ If a pixel doesn't need to have its alpha changed then it simply does not change.\n\t\n}\n\n","avg_line_length":45.0,"max_line_length":216,"alphanum_fraction":0.7357065804} {"size":3350,"ext":"shader","lang":"GLSL","max_stars_count":238.0,"content":"shader_type spatial;\nrender_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_disabled;\nuniform sampler2D tx_o : hint_albedo;\nuniform sampler2D tx_b : hint_albedo;\nuniform sampler2D tx_g : hint_albedo;\nuniform sampler2D tx_r : hint_albedo;\nuniform sampler2D tx_og : hint_albedo;\nuniform sampler2D tx_fg : hint_albedo;\nuniform vec4 blendx;\n\nconst float power=1.25;\n\nvoid vertex() {\n\t\n}\n\nfloat floor_grid(vec2 p) {\n vec2 e = min(vec2(1.0), fwidth(p)); \n\tvec2 a = 1.-smoothstep(1.0 - e, vec2(1.001), fract(p));\n\tvec2 b = smoothstep(vec2(0.0), e + 0.001, fract(p));\n vec2 l = (1.-(clamp((a + b),0.,2.) - (1.0 - e)))*clamp(1.0 - 8.*e,0.,1.);\n return clamp(((l.x + l.y) ),0.,1.);\n}\n\n\/\/ https:\/\/www.shadertoy.com\/view\/ll2GD3 \nvec3 pal( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) {\n return a + b*cos( 6.28318*(c*t+d) );\n}\n\nfloat lines_fg(vec2 uv, float t, float baa){\n\tuv = uv*50.;\n float freq = smoothstep(-1.,1.,-cos(t*0.5))*0.25+0.075;\n uv.x += sin((floor(uv.y*.5+.5)*2.-1.)*freq + t*2.5)*14.;\n float phase = floor(uv.y*.5+.5)*2.-1.;\n float size = smoothstep(-1.,1.,sin(t*3. +phase*.125))*10.;\n uv.y = fract(uv.y*.5+.5)*2.-1.;\n\treturn smoothstep(0.4-baa,0.6+baa,length(uv - vec2(clamp(uv.x,-size, size), 0)));\n}\n\nconst vec3 co=vec3(1.);\nconst vec3 cr=vec3(1.,0.53,0.16);\nconst vec3 cg=vec3(0.23,0.94,0.57);\nconst vec3 cb=vec3(0.32,0.65,1.);\n\nvoid fragment() {\n\tvec3 rd=normalize(((CAMERA_MATRIX*vec4(normalize(-VERTEX),0.0)).xyz));\n\tvec3 nor=normalize((CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz);\n\tvec3 ref = reflect(rd,nor);\n\tfloat baa=(length((((vec4(VERTEX,0.))).xyz))-1.)\/11.;\n\tbaa=clamp(baa,0.,1.);\n\tbaa*=13.;\n\t\n\tvec2 tuv = UV;\n\tMETALLIC = 0.0;\n\tROUGHNESS = 1.;\n\tSPECULAR = 0.5;\n\t\n\tvec3 col=vec3(0);\n\tvec3 c1=vec3(0);\n\tvec3 c2=vec3(0);\n\tvec3 c3=vec3(0);\n\tvec3 c4=vec3(0);\n\tvec3 cx1=vec3(0.);\n\tvec3 cx2=vec3(0.);\n\tvec3 cx3=vec3(0.);\n\tvec3 cx4=vec3(0.);\n\tvec3 cx=vec3(0.);\n\t\n\tif(blendx.x>0.){c1=texture(tx_o,tuv).rgb*power;cx1=co*power;}\n\tif(blendx.y>0.){c2=texture(tx_b,tuv).rgb*power;cx2=cb*power;}\n\tif(blendx.z>0.){c3=texture(tx_g,tuv).rgb*power;cx3=cg*power;}\n\tif(blendx.w>0.){c4=texture(tx_r,tuv).rgb*power;cx4=cr*power;}\n\tcol=c2*blendx.y+c3*blendx.z+c4*blendx.w;\n\tcx=cx2*blendx.y+cx3*blendx.z+cx4*blendx.w+cx1*blendx.x;\n\t\/\/col=clamp(col,0.,1.);\n\tcol=c1*blendx.x+col;\n\t\n\t\/\/float dx=max(dot(NORMAL, normalize(VIEW)),0.);\n\t\/\/vec2 p = (rd).xy;\n\t\/\/vec2 p = (rd*dx).xy;\n\t\/\/vec2 p = tuv*dx;\n\tvec2 p = tuv;\n\t\n\tvec3 cog=texture(tx_og,tuv).rgb;\n\t\n\tfloat fgr=floor_grid(p*20.0);\n\tivec2 idx=ivec2(p*20.);\n\tfloat t=texelFetch(tx_fg,idx,0).r;\n\tfloat tv=clamp(texelFetch(tx_fg,idx,0).b,0.,1.);\n\tfloat tc=clamp(texelFetch(tx_fg,idx,0).a,0.,1.);\n\tvec3 tcx=vec3(0.);\n\tif(tv>0.01){\n\t\tp=(fract(p*20.)-0.5);\n\t\tfloat pv=(float(idx.x+20*idx.y)\/400.)*3.1415926*8.;\n\t\tfloat fgx = 1.-min(lines_fg(p*-1.,t+pv,baa),lines_fg(p.yx,t+pv,baa));\n\t\tfgx*=clamp(1.-baa\/8.,0.,1.);\n\t\ttcx=fgx*pow(pal((floor((tuv.x-0.5)*20.)+floor((tuv.x-0.5)*20.)*floor((tuv.y-0.5)*20.))*0.1,\n\t\tvec3(0.5,0.5,0.5),vec3(0.5,0.2,0.5),vec3(1.0,1.0,1.0),vec3(0.0,0.3,0.4) )*2.,vec3(.5+1.5*tc*tv))*(0.1+.65*tc*tv)*tv;\n\t}\n\tcol=clamp(col,0.,1.);\n\tcol=col+clamp(fgr-20.*fgr*dot(col,vec3(1.)),0.,1.)*0.15*cx;\n\tcol*=clamp((1.5*pow(cog.r,1.)),0.,1.);\n\tfloat a=clamp(dot(col,vec3(1.))*20.,0.,1.);\n\tcol+=tcx*(1.-a);\n\tALBEDO=col;\n\tEMISSION=col;\n\t\/\/ALPHA=a;\n\t\n}\n","avg_line_length":30.4545454545,"max_line_length":118,"alphanum_fraction":0.6232835821} {"size":495,"ext":"shader","lang":"GLSL","max_stars_count":650.0,"content":"Shader \"Hidden\/Kvant\/Stream\/Debug Blit\"\n{\n Properties\n {\n _MainTex(\"-\", 2D) = \"\"{}\n }\n\n CGINCLUDE\n\n sampler2D _MainTex;\n\n #include \"UnityCG.cginc\"\n\n float4 frag(v2f_img i) : SV_Target \n {\n float3 c = tex2D(_MainTex, i.uv).xyz;\n return float4(c * 0.5 + 0.5, 1);\n }\n\n ENDCG\n\n SubShader\n {\n Pass\n {\n CGPROGRAM\n #pragma vertex vert_img\n #pragma fragment frag\n ENDCG\n }\n }\n}\n","avg_line_length":15.0,"max_line_length":45,"alphanum_fraction":0.4808080808} {"size":2826,"ext":"fsh","lang":"GLSL","max_stars_count":1.0,"content":"\/\/ https:\/\/www.shadertoy.com\/view\/MdlGRr\n\/\/ This helper function returns 1.0 if the current pixel is on a grid line, 0.0 otherwise\nfloat IsGridLine()\n{\n\t\/\/ Define the size we want each grid square in pixels\n\tvec2 vPixelsPerGridSquare = vec2(16.0, 16.0);\n\t\n\t\/\/ gl_FragCoord is an input to the shader, it defines the pixel co-ordinate of the current pixel\n\tvec2 vScreenPixelCoordinate = gl_FragCoord.xy;\n\t\n\t\/\/ Get a value in the range 0->1 based on where we are in each grid square\n\t\/\/ fract() returns the fractional part of the value and throws away the whole number part\n\t\/\/ This helpfully wraps numbers around in the 0->1 range\n\tvec2 vGridSquareCoords = fract(vScreenPixelCoordinate \/ vPixelsPerGridSquare);\n\t\n\t\/\/ Convert the 0->1 co-ordinates of where we are within the grid square\n\t\/\/ back into pixel co-ordinates within the grid square \n\tvec2 vGridSquarePixelCoords = vGridSquareCoords * vPixelsPerGridSquare;\n\n\t\/\/ step() returns 0.0 if the second parmeter is less than the first, 1.0 otherwise\n\t\/\/ so we get 1.0 if we are on a grid line, 0.0 otherwise\n\tvec2 vIsGridLine = step(vGridSquarePixelCoords, vec2(1.0));\n\t\n\t\/\/ Combine the x and y gridlines by taking the maximum of the two values\n\tfloat fIsGridLine = max(vIsGridLine.x, vIsGridLine.y);\n\n\t\/\/ return the result\n\treturn fIsGridLine;\n}\n\n\/\/ This helper function returns 1.0 if we are near the mouse pointer, 0.0 otherwise\nfloat IsWithinCircle(vec2 vPos)\n{\n\t\/\/ gl_FragCoord is an input to the shader, it defines the pixel co-ordinate of the current pixel\n\tvec2 vScreenPixelCoordinate = gl_FragCoord.xy;\n\n\t\/\/ We calculate how far in pixels we are from the mouse pointer\n\tfloat fPixelsToPosition = length(vScreenPixelCoordinate - vPos);\n\t\n\t\/\/ return 1.0 if the distance to the mouse pointer is less than 8.0 pixels, 0.0 otherwise\n\treturn step(fPixelsToPosition, 8.0);\n}\n\n\/\/ main is the entry point to the shader. \n\/\/ Our shader code starts here.\n\/\/ This code is run for each pixel to determine its colour\nvoid main(void)\n{\n\t\/\/ We are goung to put our final colour here\n\t\/\/ initially we set all the elements to 0 \n\tvec3 vResult = vec3(0.0);\n\n\t\/\/ We set the blue component of the result based on the IsGridLine() function\n\tvResult.b = IsGridLine();\n\n\t\/\/ 1.0 if we are near the mouse co-ordinates, 0.0 otherwise\n\tfloat fIsMousePointerPixelA = IsWithinCircle(iMouse.xy);\n\n\t\/\/ If the mouse button is pressed\n\tif(iMouse.z >= 0.0)\n\t{\n\t\t\/\/ we set the green component of the result\n\t\tvResult.g = fIsMousePointerPixelA;\n\t}\n\telse\n\t{\n\t\t\/\/ we set the red component of the result\n\t\tvResult.r = fIsMousePointerPixelA;\n\t}\n\n\tfloat fIsMousePointerPixelB = IsWithinCircle(abs(iMouse.zw));\n\tvResult.b = max(vResult.b, fIsMousePointerPixelB);\n\n\n\t\/\/ The output to the shader is gl_FragColor. \n\t\/\/ This is the colour we write to the screen for this pixel\n\tgl_FragColor = vec4(vResult, 1.0);\n}\n","avg_line_length":35.7721518987,"max_line_length":97,"alphanum_fraction":0.7427459306} {"size":21434,"ext":"shader","lang":"GLSL","max_stars_count":28.0,"content":"\/\/ Copyright (c) Microsoft Corporation.\r\n\/\/ Licensed under the MIT License.\r\n\r\nShader \"SR_Triangles\" {\r\n Properties {\r\n [Header(Fill)]\r\n _Intensity_(\"Intensity\", Range(0,5)) = 3\r\n _Fill_Color_(\"Fill Color\", Color) = (0.004,0.004,0.004,1)\r\n _Vary_Color_(\"Vary Color\", Range(0,1)) = 0.75\r\n [Toggle(_COLOR_MAP_ENABLE_)] _Color_Map_Enable_(\"Color Map Enable\", Float) = 1\r\n [NoScaleOffset] _Color_Map_(\"Color Map\", 2D) = \"\" {}\r\n _Vary_UV_(\"Vary UV\", Range(0,1)) = 1\r\n _Fill_Start_Time_(\"Fill Start Time\", Range(0,1)) = 0.5\r\n\r\n [Header(Lines)]\r\n _Line_Color_(\"Line Color\", Color) = (0.639,0.639,0.639,1)\r\n _Line_Width_(\"Line Width\", Range(0,10)) = 0.5\r\n _Line_Width_Fade_(\"Line Width Fade\", Range(0,1)) = 0.25\r\n _Line_Width_Fade_Far_(\"Line Width Fade Far\", Range(0,30)) = 5\r\n _Filter_Width_(\"Filter Width\", Range(1,5)) = 1.5\r\n _Draw_Fuzz_(\"Draw Fuzz\", Range(0,1)) = 0.2\r\n _Draw_End_Time_(\"Draw End Time\", Range(0,1)) = 0.5\r\n\r\n [Header(Pulse Driver)]\r\n _Pulse_(\"Pulse\", Range(0,1)) = 0\r\n _Pulse_Origin_(\"Pulse Origin\", Vector) = (0, 0, 0, 1)\r\n [Toggle] _Auto_Pulse_(\"Auto Pulse\", Float) = 0\r\n _Period_(\"Period\", Float) = 3.5\r\n\r\n [Header(Pulse)]\r\n [Toggle] _Pulse_Enabled_(\"Pulse Enabled\", Float) = 1\r\n _Pulse_Outer_Size_(\"Pulse Outer Size\", Range(0,30)) = 10\r\n _Pulse_Outer_Fuzz_(\"Pulse Outer Fuzz\", Range(0,5)) = 1\r\n _Pulse_Lead_Fuzz_(\"Pulse Lead Fuzz\", Range(0,5)) = 1.2\r\n _Pulse_Middle_(\"Pulse Middle\", Range(0,5)) = 0\r\n _Pulse_Tail_Fuzz_(\"Pulse Tail Fuzz\", Range(0,5)) = 2.4\r\n _Pulse_Vary_(\"Pulse Vary\", Range(0,1)) = 0\r\n\r\n [Header(Color Pulse)]\r\n _Color_Center_(\"Color Center\", Range(0,1)) = 0.4\r\n _Color_Leading_Fuzz_(\"Color Leading Fuzz\", Range(0,1)) = 1\r\n _Color_Trailing_Fuzz_(\"Color Trailing Fuzz\", Range(0,1)) = 1\r\n\r\n [Header(Noise)]\r\n _Noise_Frequency_(\"Noise Frequency\", Range(0,1000)) = 40.5\r\n }\r\n\r\n SubShader {\r\n Tags{ \"RenderType\" = \"Opaque\" }\r\n Blend Off\r\n Tags {\"DisableBatching\" = \"True\"}\r\n\r\n LOD 100\r\n\r\n Pass {\r\n CGPROGRAM\r\n\r\n #pragma vertex vertex_main\r\n #pragma fragment fragment_main\r\n #pragma geometry geometry_main\r\n #pragma multi_compile _ _COLOR_MAP_ENABLE_\r\n\r\n #include \"UnityCG.cginc\"\r\n\r\n float _Noise_Frequency_;\r\n float _Intensity_;\r\n float4 _Fill_Color_;\r\n float _Vary_Color_;\r\n sampler2D _Color_Map_;\r\n float _Vary_UV_;\r\n float _Fill_Start_Time_;\r\n bool _Pulse_Enabled_;\r\n float _Pulse_Outer_Size_;\r\n float _Pulse_Outer_Fuzz_;\r\n float _Pulse_Lead_Fuzz_;\r\n float _Pulse_Middle_;\r\n float _Pulse_Tail_Fuzz_;\r\n float _Pulse_Vary_;\r\n float _Color_Center_;\r\n float _Color_Leading_Fuzz_;\r\n float _Color_Trailing_Fuzz_;\r\n float4 _Line_Color_;\r\n float _Line_Width_;\r\n float _Line_Width_Fade_;\r\n float _Line_Width_Fade_Far_;\r\n float _Filter_Width_;\r\n float _Draw_Fuzz_;\r\n float _Draw_End_Time_;\r\n float _Pulse_;\r\n float3 _Pulse_Origin_;\r\n bool _Auto_Pulse_;\r\n float _Period_;\r\n\r\n struct VertexInput {\r\n float4 vertex : POSITION;\r\n UNITY_VERTEX_INPUT_INSTANCE_ID\r\n };\r\n\r\n struct VertexOutput {\r\n float4 pos : SV_POSITION;\r\n float3 posWorld : TEXCOORD8;\r\n UNITY_VERTEX_INPUT_INSTANCE_ID\r\n UNITY_VERTEX_OUTPUT_STEREO\r\n };\r\n\r\n struct FragmentInput {\r\n float4 pos : SV_POSITION;\r\n float3 posWorld : TEXCOORD8;\r\n float4 extra1 : TEXCOORD4;\r\n float4 extra2 : TEXCOORD5;\r\n float4 extra3 : TEXCOORD2;\r\n UNITY_VERTEX_OUTPUT_STEREO\r\n };\r\n\r\n #define Alpha_Blend 0\r\n #define No_Depth_Write 0\r\n #define Double_Sided 0\r\n #define Geo_Max_Out_Vertices 3\r\n\r\n #ifndef Geo_Max_Out_Vertices\r\n #define Geo_Max_Out_Vertices 16\r\n #endif\r\n\r\n FragmentInput vxOut[Geo_Max_Out_Vertices];\r\n int stripVxCount;\r\n int vxOutCount;\r\n int stripCount;\r\n\r\n #define HUX_VIEW_TO_WORLD_DIR(V) (mul(transpose(UNITY_MATRIX_V), float4(V,0)).xyz)\r\n\r\n VertexOutput vertex_main(VertexInput v)\r\n {\r\n VertexOutput o;\r\n UNITY_SETUP_INSTANCE_ID(v);\r\n UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\r\n UNITY_TRANSFER_INSTANCE_ID(v, o);\r\n\r\n o.pos = UnityObjectToClipPos(v.vertex);\r\n float4 posWorld = mul(unity_ObjectToWorld, v.vertex);\r\n o.posWorld = posWorld.xyz;\r\n\r\n return o;\r\n }\r\n\r\n #ifndef HUX_GEO_SET_UV\r\n #define HUX_GEO_SET_UV(A)\r\n #endif\r\n\r\n #ifndef HUX_GEO_SET_NORMAL\r\n #define HUX_GEO_SET_NORMAL(A)\r\n #endif\r\n\r\n #ifndef HUX_GEO_SET_TANGENT\r\n #define HUX_GEO_SET_TANGENT(A)\r\n #endif\r\n\r\n #ifndef HUX_GEO_SET_COLOR\r\n #define HUX_GEO_SET_COLOR(A)\r\n #endif\r\n\r\n #define HUX_GEO_SET_EXTRA1(A) vxOut[vxOutCount].extra1=A;\r\n #ifndef HUX_GEO_SET_EXTRA1\r\n #define HUX_GEO_SET_EXTRA1(A)\r\n #endif\r\n\r\n #define HUX_GEO_SET_EXTRA2(A) vxOut[vxOutCount].extra2=A;\r\n #ifndef HUX_GEO_SET_EXTRA2\r\n #define HUX_GEO_SET_EXTRA2(A)\r\n #endif\r\n\r\n #define HUX_GEO_SET_EXTRA3(A) vxOut[vxOutCount].extra3=A;\r\n #ifndef HUX_GEO_SET_EXTRA3\r\n #define HUX_GEO_SET_EXTRA3(A)\r\n #endif\r\n\r\n \/\/BLOCK_BEGIN Emit_Triangle 25\r\n\r\n void emitVertex_Bid25(float3 P, float4 Extra1, float4 Extra2, float4 Extra3)\r\n {\r\n vxOut[vxOutCount].posWorld = P; vxOut[vxOutCount].pos = mul(unity_MatrixVP, float4(P,1.0f));;\r\n HUX_GEO_SET_EXTRA1(Extra1);\r\n HUX_GEO_SET_EXTRA2(Extra2);\r\n HUX_GEO_SET_EXTRA3(Extra3);\r\n vxOutCount += 1;\r\n stripVxCount += 1;\r\n }\r\n\r\n void Emit_Triangle_B25(\r\n bool Previous,\r\n float3 P1,\r\n float3 P2,\r\n float3 P3,\r\n float4 Extra1_1,\r\n float4 Extra1_2,\r\n float4 Extra1_3,\r\n float4 Color,\r\n float Width,\r\n out bool Next)\r\n {\r\n \/\/ This function can be called at most once per geometry_main invocation.\r\n \/\/ If this is called multiple times, stripVxCount must be augmented as an\r\n \/\/ array (see https:\/\/github.com\/microsoft\/MixedRealityToolkit-Unity\/issues\/6609\r\n \/\/ for more details).\r\n emitVertex_Bid25(P1,Extra1_1,Color,float4(1.0,0.0,0.0,Width));\r\n emitVertex_Bid25(P2,Extra1_2,Color,float4(0.0,1.0,0.0,Width));\r\n emitVertex_Bid25(P3,Extra1_3,Color,float4(0.0,0.0,1.0,Width));\r\n Next = Previous;\r\n }\r\n\r\n \/\/BLOCK_END Emit_Triangle\r\n\r\n \/\/BLOCK_BEGIN Find_Nearest 34\r\n\r\n void Find_Nearest_B34(\r\n float3 P1,\r\n float3 P2,\r\n float3 P3,\r\n float Transition,\r\n bool FadingOut,\r\n float3 Distances,\r\n out float3 Nearest,\r\n out float4 Extra2_1,\r\n out float4 Extra2_2,\r\n out float4 Extra2_3)\r\n {\r\n if (FadingOut) {\r\n if (Distances.x > Distances.y&& Distances.x > Distances.z) {\r\n Extra2_1 = float4(1.0,0.0,0.0,0.0);\r\n Extra2_2 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_3 = float4(0.0,0.0,0.0,0.0);\r\n Nearest = P1;\r\n }\r\n else if (Distances.y > Distances.z) {\r\n Extra2_1 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_2 = float4(1.0,0.0,0.0,0.0);\r\n Extra2_3 = float4(0.0,0.0,0.0,0.0);\r\n Nearest = P2;\r\n }\r\n else {\r\n Extra2_1 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_2 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_3 = float4(1.0,0.0,0.0,0.0);\r\n Nearest = P3;\r\n }\r\n }\r\n else {\r\n if (Distances.x < Distances.y && Distances.x < Distances.z) {\r\n Extra2_1 = float4(1.0,0.0,0.0,0.0);\r\n Extra2_2 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_3 = float4(0.0,0.0,0.0,0.0);\r\n Nearest = P1;\r\n }\r\n else if (Distances.y < Distances.z) {\r\n Extra2_1 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_2 = float4(1.0,0.0,0.0,0.0);\r\n Extra2_3 = float4(0.0,0.0,0.0,0.0);\r\n Nearest = P2;\r\n }\r\n else {\r\n Extra2_1 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_2 = float4(0.0,0.0,0.0,0.0);\r\n Extra2_3 = float4(1.0,0.0,0.0,0.0);\r\n Nearest = P3;\r\n }\r\n }\r\n\r\n Extra2_1.a = Transition;\r\n Extra2_2.a = Transition;\r\n Extra2_3.a = Transition;\r\n }\r\n\r\n \/\/BLOCK_END Find_Nearest\r\n\r\n \/\/BLOCK_BEGIN Calc_Width 29\r\n\r\n void Calc_Width_B29(\r\n float3 Eye,\r\n float3 Position,\r\n float Base_Width,\r\n float Width_Fade,\r\n float Fade_Far_Distance,\r\n out float Width)\r\n {\r\n float d = saturate(distance(Eye,Position) \/ Fade_Far_Distance);\r\n Width = Base_Width * (1.0 - d + d * Width_Fade);\r\n }\r\n\r\n \/\/BLOCK_END Calc_Width\r\n\r\n \/\/BLOCK_BEGIN Pulse 28\r\n\r\n float ramp_Bid28(float start, float end, float x)\r\n {\r\n return saturate((x - start) \/ (end - start));\r\n }\r\n\r\n void Pulse_B28(\r\n float Distance,\r\n float Noise,\r\n bool Pulse_Enabled,\r\n float Pulse,\r\n float Pulse_Middle,\r\n float Pulse_Outer_Size,\r\n float Pulse_Lead_Fuzz,\r\n float Pulse_Tail_Fuzz,\r\n float Pulse_Vary,\r\n float Pulse_Outer_Fuzz,\r\n float Color_Center,\r\n float Color_Leading_Fuzz,\r\n float Color_Trailing_Fuzz,\r\n out float Transition,\r\n out bool FadingOut,\r\n out float Fade_Color,\r\n out float Colorize)\r\n {\r\n Transition = 1.0;\r\n Fade_Color = 1.0;\r\n Colorize = 0.0;\r\n FadingOut = false;\r\n if (Pulse_Enabled) {\r\n float d = Distance + Pulse_Vary * Noise;\r\n\r\n float Pulse_Width = Pulse_Lead_Fuzz + Pulse_Middle + Pulse_Tail_Fuzz;\r\n float totalSize = Pulse_Outer_Size + Pulse_Vary + Pulse_Width;\r\n float pulseFront = Pulse * totalSize;\r\n\r\n float edge1 = pulseFront - Pulse_Lead_Fuzz;\r\n float fadeIn = ramp_Bid28(pulseFront,edge1,d);\r\n float fadeOut = ramp_Bid28(pulseFront - Pulse_Width + Pulse_Tail_Fuzz,pulseFront - Pulse_Width,d);\r\n float outerFade = 1.0 - ramp_Bid28(Pulse_Outer_Size - Pulse_Outer_Fuzz,Pulse_Outer_Size,d);\r\n\r\n float colorCenter = pulseFront - Pulse_Width * Color_Center;\r\n Colorize = (ramp_Bid28(colorCenter - Pulse_Width * Color_Trailing_Fuzz,colorCenter,d)) - ramp_Bid28(colorCenter,colorCenter + Pulse_Width * Color_Leading_Fuzz,d);\r\n\r\n Transition = saturate(fadeIn * (1.0 - fadeOut)) * outerFade;\r\n FadingOut = fadeOut > 0.0;\r\n Fade_Color = (1.0 - fadeOut) * outerFade;\r\n }\r\n }\r\n\r\n \/\/BLOCK_END Pulse\r\n\r\n \/\/BLOCK_BEGIN Pick_Reference 33\r\n\r\n void Pick_Reference_B33(\r\n float3 VA,\r\n float3 VB,\r\n float3 VC,\r\n float3 Pulse_Origin,\r\n out float3 Reference,\r\n out float Distance,\r\n out float3 Distances_Sqrd)\r\n {\r\n Distances_Sqrd.x = dot(VA - Pulse_Origin,VA - Pulse_Origin);\r\n Distances_Sqrd.y = dot(VB - Pulse_Origin,VB - Pulse_Origin);\r\n Distances_Sqrd.z = dot(VC - Pulse_Origin,VC - Pulse_Origin);\r\n\r\n if (Distances_Sqrd.x < Distances_Sqrd.y && Distances_Sqrd.x < Distances_Sqrd.z) {\r\n Reference = VA;\r\n Distance = sqrt(Distances_Sqrd.x);\r\n }\r\n else if (Distances_Sqrd.y < Distances_Sqrd.z) {\r\n Reference = VB;\r\n Distance = sqrt(Distances_Sqrd.y);\r\n }\r\n else {\r\n Reference = VC;\r\n Distance = sqrt(Distances_Sqrd.z);\r\n }\r\n }\r\n\r\n \/\/BLOCK_END Pick_Reference\r\n\r\n \/\/BLOCK_BEGIN Noise 24\r\n\r\n void Noise_B24(\r\n float3 P,\r\n float Frequency,\r\n out float Noise1,\r\n out float Noise2)\r\n {\r\n float3 P1 = P * Frequency;\r\n float3 P2 = P1 * float3(-1.0,2.0,3.0);\r\n Noise1 = frac(P1.x + P1.y + P1.z);\r\n Noise2 = frac(P2.x + P2.y + P2.z);\r\n\r\n }\r\n\r\n \/\/BLOCK_END Noise\r\n\r\n \/\/BLOCK_BEGIN Pt_Sample_Texture 21\r\n\r\n void Pt_Sample_Texture_B21(\r\n float Noise,\r\n sampler2D Texture,\r\n float Vary_UV,\r\n float Map_Intensity,\r\n out float4 Color)\r\n {\r\n float2 xy = float2(0.5,0.5) + float2(Noise - 0.5,Noise - 0.5) * Vary_UV;\r\n Color = tex2D(Texture,xy,float2(0,0),float2(0,0));\r\n }\r\n\r\n \/\/BLOCK_END Pt_Sample_Texture\r\n\r\n \/\/BLOCK_BEGIN AutoPulse 17\r\n\r\n void AutoPulse_B17(\r\n float Pulse,\r\n bool Auto_Pulse,\r\n float Period,\r\n float Time,\r\n out float Result)\r\n {\r\n\r\n if (Auto_Pulse) {\r\n Result = frac(Time \/ Period);\r\n }\r\n else {\r\n Result = Pulse;\r\n }\r\n }\r\n\r\n \/\/BLOCK_END AutoPulse\r\n\r\n [maxvertexcount(Geo_Max_Out_Vertices)]\r\n void geometry_main(triangle VertexOutput vxIn[3], inout TriangleStream triStream)\r\n {\r\n UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(vxIn[0]);\r\n vxOutCount = 0;\r\n stripVxCount = 0;\r\n\r\n float3 Reference_Q33;\r\n float Distance_Q33;\r\n float3 Distances_Sqrd_Q33;\r\n Pick_Reference_B33(vxIn[0].posWorld,vxIn[1].posWorld,vxIn[2].posWorld,_Pulse_Origin_,Reference_Q33,Distance_Q33,Distances_Sqrd_Q33);\r\n\r\n float Noise1_Q24;\r\n float Noise2_Q24;\r\n Noise_B24(Reference_Q33,_Noise_Frequency_,Noise1_Q24,Noise2_Q24);\r\n\r\n float4 Color_Q21;\r\n #if defined(_COLOR_MAP_ENABLE_)\r\n Pt_Sample_Texture_B21(Noise2_Q24,_Color_Map_,_Vary_UV_,1,Color_Q21);\r\n #else\r\n Color_Q21 = float4(1,1,1,1);\r\n #endif\r\n\r\n float Result_Q17;\r\n AutoPulse_B17(_Pulse_,_Auto_Pulse_,_Period_,_Time.y,Result_Q17);\r\n\r\n float Width_Q29;\r\n Calc_Width_B29(_WorldSpaceCameraPos,Reference_Q33,_Line_Width_,_Line_Width_Fade_,_Line_Width_Fade_Far_,Width_Q29);\r\n\r\n float Transition_Q28;\r\n bool FadingOut_Q28;\r\n float Fade_Color_Q28;\r\n float Colorize_Q28;\r\n Pulse_B28(Distance_Q33,Noise1_Q24,_Pulse_Enabled_,Result_Q17,_Pulse_Middle_,_Pulse_Outer_Size_,_Pulse_Lead_Fuzz_,_Pulse_Tail_Fuzz_,_Pulse_Vary_,_Pulse_Outer_Fuzz_,_Color_Center_,_Color_Leading_Fuzz_,_Color_Trailing_Fuzz_,Transition_Q28,FadingOut_Q28,Fade_Color_Q28,Colorize_Q28);\r\n\r\n float3 Nearest_Q34;\r\n float4 Extra2_1_Q34;\r\n float4 Extra2_2_Q34;\r\n float4 Extra2_3_Q34;\r\n Find_Nearest_B34(vxIn[0].posWorld,vxIn[1].posWorld,vxIn[2].posWorld,Transition_Q28,FadingOut_Q28,Distances_Sqrd_Q33,Nearest_Q34,Extra2_1_Q34,Extra2_2_Q34,Extra2_3_Q34);\r\n\r\n \/\/ Color\r\n float4 Result_Q26;\r\n Result_Q26 = lerp(_Fill_Color_,Color_Q21 * _Intensity_,float4(Colorize_Q28,Colorize_Q28,Colorize_Q28,Colorize_Q28)) * (1.0 - _Vary_Color_ * Noise1_Q24) * Fade_Color_Q28;\r\n Result_Q26.a = Fade_Color_Q28;\r\n\r\n bool Next_Q25;\r\n Emit_Triangle_B25(false,vxIn[0].posWorld,vxIn[1].posWorld,vxIn[2].posWorld,Extra2_1_Q34,Extra2_2_Q34,Extra2_3_Q34,Result_Q26,Width_Q29,Next_Q25);\r\n\r\n bool Root = Next_Q25;\r\n\r\n int vxix = 0;\r\n int i = 0;\r\n while (i < stripVxCount) {\r\n UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(vxIn[0],vxOut[vxix]);\r\n triStream.Append(vxOut[vxix]);\r\n i += 1; vxix += 1;\r\n }\r\n triStream.RestartStrip();\r\n }\r\n\r\n \/\/BLOCK_BEGIN Main_Fragment 38\r\n\r\n void Main_Fragment_B38(\r\n float Fill_Start_Time,\r\n float4 Line_Color_Base,\r\n float Fuzz,\r\n float Line_End_Time,\r\n float4 Transition,\r\n float4 Fill_Color_In,\r\n float4 V,\r\n float In_Line,\r\n out float4 Fill_Color,\r\n out float4 Line_Color,\r\n out float4 Final_Color)\r\n {\r\n half fillProgress = saturate((Transition.w - Fill_Start_Time) \/ (1.0 - Fill_Start_Time));\r\n\r\n Fill_Color.rgb = Fill_Color_In.rgb * fillProgress;\r\n Fill_Color.a = fillProgress;\r\n\r\n half lineProgress = saturate(Transition.w \/ Line_End_Time);\r\n half Edge = 1.0 - lineProgress;\r\n half k = Edge * (1.0 + Fuzz) - Fuzz;\r\n half kk = saturate(Transition.x);\r\n half lineFade = saturate(smoothstep(k, k + Fuzz, kk));\r\n Line_Color = Line_Color_Base * lineFade * Fill_Color_In.w;\r\n\r\n Final_Color = lerp(Fill_Color, Line_Color,float4(In_Line, In_Line, In_Line, In_Line));\r\n }\r\n\r\n \/\/BLOCK_END Main_Fragment\r\n\r\n \/\/BLOCK_BEGIN Edges 30\r\n\r\n float3 FilterStep_Bid30(float3 edge, float3 x, float3 dx)\r\n {\r\n return (x + dx * 0.5 - max(edge,x - dx * 0.5)) \/ max(dx,1.0E-8);\r\n }\r\n\r\n void Edges_B30(\r\n float Edge_Width,\r\n float Filter_Width,\r\n float4 Edges,\r\n out half inLine)\r\n {\r\n float3 fw = fwidth(Edges.xyz);\r\n float3 a = FilterStep_Bid30(fw * Edges.w,Edges.xyz,fw * Filter_Width);\r\n inLine = saturate((1.0 - min(a.x,min(a.y,a.z))));\r\n }\r\n\r\n \/\/BLOCK_END Edges\r\n\r\n fixed4 fragment_main(FragmentInput fragInput) : SV_Target\r\n {\r\n UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(fragInput);\r\n float4 result;\r\n\r\n half inLine_Q30;\r\n Edges_B30(_Line_Width_,_Filter_Width_,fragInput.extra3,inLine_Q30);\r\n\r\n float4 Fill_Color_Q38;\r\n float4 Line_Color_Q38;\r\n float4 Final_Color_Q38;\r\n Main_Fragment_B38(_Fill_Start_Time_,_Line_Color_,_Draw_Fuzz_,_Draw_End_Time_,fragInput.extra1,fragInput.extra2,fragInput.extra3,inLine_Q30,Fill_Color_Q38,Line_Color_Q38,Final_Color_Q38);\r\n\r\n float4 Out_Color = Final_Color_Q38;\r\n float Clip_Threshold = 0.00;\r\n bool To_sRGB = false;\r\n\r\n result = Out_Color;\r\n\r\n return result;\r\n }\r\n\r\n ENDCG\r\n }\r\n }\r\n}\r\n","avg_line_length":37.9362831858,"max_line_length":296,"alphanum_fraction":0.4968274704} {"size":3113,"ext":"shader","lang":"GLSL","max_stars_count":1.0,"content":"\/\/ VacuumShaders 2015\n\/\/ https:\/\/www.facebook.com\/VacuumShaders\n\nShader \"Hidden\/VacuumShaders\/Curved World\/One Directional Light\/Transparent (2 Pass)\/Decal\"\n{\n\tProperties \n\t{\n\t\t[CurvedWorldGearMenu] V_CW_Label_Tag(\"\", float) = 0\n\t\t[CurvedWorldLabel] V_CW_Label_UnityDefaults(\"Default Visual Options\", float) = 0\n\n\n\t\t\/\/Modes\n\t\t[CurvedWorldLargeLabel] V_CW_Label_Modes(\"Modes\", float) = 0\t\n\t\t[CurvedWorldRenderingMode] V_CW_Rendering_Mode(\" Rendering\", float) = 0\t\n\t\t[CurvedWorldTextureMixMode] V_CW_Texture_Mix_Mode(\" Texture Mix\", float) = 0\t\n\n\t\t\/\/Albedo\n\t\t[CurvedWorldLargeLabel] V_CW_Label_Albedo(\"Albedo\", float) = 0\t\n\t\t_Color(\" Color\", color) = (1, 1, 1, 1)\n\t\t_MainTex (\" Map (RGB) RefStr, Gloss & Trans (A)\", 2D) = \"white\" {}\n\t\t[CurvedWorldUVScroll] _V_CW_MainTex_Scroll(\" \", vector) = (0, 0, 0, 0)\n\t\t_V_CW_SecondaryTex (\" Decal (RGB) Blend (A)\", 2D) = \"black\" {}\n\t\t[CurvedWorldUVScroll] _V_CW_SecondaryTex_Scroll(\" \", vector) = (0, 0, 0, 0)\n\n\n\n\t\t\/\/Curved World\n\t\t[CurvedWorldLabel] V_CW_Label_UnityDefaults(\"Curved World Optionals\", float) = 0\n\n\t\t[HideInInspector] _V_CW_Rim_Color(\"\", color) = (1, 1, 1, 1)\n\t\t[HideInInspector] _V_CW_Rim_Bias(\"\", Range(-1, 1)) = 0.2\n\t\t[HideInInspector] _V_CW_Rim_Power(\"\", Range(0.5, 8.0)) = 3\n\t\t\n\t\t[HideInInspector] _EmissionMap(\"\", 2D) = \"white\"{}\n\t\t[HideInInspector] _EmissionColor(\"\", color) = (1, 1, 1, 1)\t\n\n\t\t[HideInInspector] _V_CW_IBL_Intensity(\"\", float) = 1\n\t\t[HideInInspector] _V_CW_IBL_Contrast(\"\", float) = 1 \n\t\t[HideInInspector] _V_CW_IBL_Cube(\"\", cube ) = \"\"{} \n\n\t\t[HideInInspector] _V_CW_ReflectColor(\"\", color) = (1, 1, 1, 1)\n\t\t[HideInInspector] _V_CW_ReflectStrengthAlphaOffset(\"\", Range(-1, 1)) = 0\n\t\t[HideInInspector] _V_CW_Cube(\"\", Cube) = \"_Skybox\"{}\t\n\t\t[HideInInspector] _V_CW_Fresnel_Bias(\"\", Range(-1, 1)) = 0\n\n\t\t[HideInInspector] _V_CW_Specular_Intensity(\"\", Range(0, 5)) = 1\t\t\n\t\t[HideInInspector] _V_CW_SpecularOffset(\"\", Range(-0.25, 0.25)) = 0\n\t\t[HideInInspector] _V_CW_Specular_Lookup(\"\", 2D) = \"black\"{}\n\t\t\n\t\t[HideInInspector] _V_CW_NormalMapStrength(\"\", float) = 1\n\t\t[HideInInspector] _V_CW_NormalMap(\"\", 2D) = \"bump\" {}\n\t\t[HideInInspector] _V_CW_NormalMap_UV_Scale (\"\", float) = 1\n\n\t\t[HideInInspector] _V_CW_SecondaryNormalMap(\"\", 2D) = \"\"{}\n\t\t[HideInInspector] _V_CW_SecondaryNormalMap_UV_Scale(\"\", float) = 1\n\n\t\t[HideInInspector] _V_CW_LightRampTex(\"\", 2D) = \"grey\"{}\n\t}\n\n\n\tSubShader \n\t{\n\t\tTags { \"Queue\"=\"Transparent\" \n\t\t \"IgnoreProjector\"=\"True\" \n\t\t\t \"RenderType\"=\"Transparent\" \n\t\t \"CurvedWorldTag\"=\"One Directional Light\/Transparent (2 Pass)\/Decal\" \n\t\t\t \"CurvedWorldNoneRemoveableKeywords\"=\"\" \n\t\t\t \"CurvedWorldAvailableOptions\"=\"V_CW_USE_LIGHT_RAMP_TEXTURE;V_CW_REFLECTIVE;V_CW_VERTEX_COLOR;_EMISSION;V_CW_RIM;V_CW_FOG;_NORMALMAP;V_CW_SPECULAR_LOOKUP;\" \n\t\t\t } \n\t\tLOD 200\t\t\n\n\t\t\/\/ColorMask0 \n\t\tUsePass \"Hidden\/VacuumShaders\/Curved World\/ColorMask0\/BASE\"\n\t\t\n\t\t\/\/Base\n\t\tUsePass \"Hidden\/VacuumShaders\/Curved World\/One Directional Light\/Transparent\/Decal\/FORWARD\"\n\t\t \t\t\n\t} \/\/SubShader\n\n\n\tFallback \"Hidden\/VacuumShaders\/Curved World\/VertexLit\/Transparent\" \n\tCustomEditor \"CurvedWorld_Material_Editor\"\n} \/\/Shader\n","avg_line_length":37.0595238095,"max_line_length":161,"alphanum_fraction":0.699004176} {"size":1104,"ext":"glsl","lang":"GLSL","max_stars_count":365.0,"content":"\n#pragma BLENDER_REQUIRE(common_view_lib.glsl)\n\n\/* XXX TODO fix code duplication *\/\nstruct CubeData {\n vec4 position_type;\n vec4 attenuation_fac_type;\n mat4 influencemat;\n mat4 parallaxmat;\n};\n\nlayout(std140) uniform probe_block\n{\n CubeData probes_data[MAX_PROBE];\n};\n\nuniform float sphere_size;\nuniform vec3 screen_vecs[2];\n\nflat out int pid;\nout vec2 quadCoord;\n\nconst vec2 pos[6] = vec2[6](vec2(-1.0, -1.0),\n vec2(1.0, -1.0),\n vec2(-1.0, 1.0),\n\n vec2(1.0, -1.0),\n vec2(1.0, 1.0),\n vec2(-1.0, 1.0));\n\nvoid main()\n{\n pid = 1 + (gl_VertexID \/ 6); \/* +1 for the world *\/\n int vert_id = gl_VertexID % 6;\n\n quadCoord = pos[vert_id];\n\n vec3 ws_location = probes_data[pid].position_type.xyz;\n vec3 screen_pos = screen_vecs[0] * quadCoord.x + screen_vecs[1] * quadCoord.y;\n ws_location += screen_pos * sphere_size;\n\n gl_Position = ViewProjectionMatrix * vec4(ws_location, 1.0);\n gl_Position.z += 0.0001; \/* Small bias to let the icon draw without zfighting *\/\n}\n","avg_line_length":24.5333333333,"max_line_length":82,"alphanum_fraction":0.6050724638} {"size":58,"ext":"glsl","lang":"GLSL","max_stars_count":862.0,"content":"vec4 fragmentRGBA(vec4 rgba, vec4 stpq) {\n return rgba;\n}","avg_line_length":19.3333333333,"max_line_length":41,"alphanum_fraction":0.724137931} {"size":2438,"ext":"glsl","lang":"GLSL","max_stars_count":489.0,"content":"\/*****************************************************************************************\n * *\n * OpenSpace *\n * *\n * Copyright (c) 2014-2021 *\n * *\n * Permission is hereby granted, free of charge, to any person obtaining a copy of this *\n * software and associated documentation files (the \"Software\"), to deal in the Software *\n * without restriction, including without limitation the rights to use, copy, modify, *\n * merge, publish, distribute, sublicense, and\/or sell copies of the Software, and to *\n * permit persons to whom the Software is furnished to do so, subject to the following *\n * conditions: *\n * *\n * The above copyright notice and this permission notice shall be included in all copies *\n * or substantial portions of the Software. *\n * *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *\n * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *\n * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *\n * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *\n * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *\n * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *\n ****************************************************************************************\/\n\n#version __CONTEXT__\n\nin vec3 in_position;\nin vec4 in_bvLumAbsMagAppMag;\nin vec3 in_velocity;\nin float in_speed;\n\nout vec4 vs_bvLumAbsMagAppMag;\nout vec3 vs_velocity;\nout float vs_speed;\n\nvoid main() {\n vs_bvLumAbsMagAppMag = in_bvLumAbsMagAppMag;\n vs_velocity = in_velocity;\n vs_speed = in_speed;\n\n gl_Position = vec4(in_position, 1.0);\n}\n","avg_line_length":56.6976744186,"max_line_length":90,"alphanum_fraction":0.4598031173} {"size":182,"ext":"frag","lang":"GLSL","max_stars_count":1.0,"content":"#ifdef GL_ES\r\n precision mediump float;\r\n#endif\r\n\r\nuniform sampler2D sprite;\r\nvarying vec2 vTexCoords;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = texture2D(sprite, vTexCoords);\r\n}","avg_line_length":16.5454545455,"max_line_length":50,"alphanum_fraction":0.6813186813} {"size":1052,"ext":"glsl","lang":"GLSL","max_stars_count":1.0,"content":"\/* Author: BAIRAC MIHAI\r\n\r\n Caustics code uses a small portion of the below work\r\n code: http:\/\/madebyevan.com\/webgl-water\/renderer.js\r\n paper: https:\/\/medium.com\/@evanwallace\/rendering-realtime-caustics-in-webgl-2a99a29a0b2c\r\n\r\n License: MIT License\r\n\r\n*\/\r\n\r\n#ifdef UNDERWATER_CAUSTICS\r\nstruct CausticsData\r\n{\r\n\tvec3 Color;\r\n\tfloat Intensity;\r\n};\r\nuniform CausticsData u_CausticsData;\r\n#endif \/\/ UNDERWATER_CAUSTICS\r\n\r\nin vec3 v_oldPos;\r\nin vec3 v_newPos;\r\n\r\nout vec4 fragColor;\r\n\r\n\/\/ NOTE! No LDR to HDR conversion for caustics, because the texture will be used in ocean bottom shader were we already have HDR applied!\r\n\r\nvoid main (void)\r\n{\r\n\tvec3 finalColor = vec3(0.0f);\r\n\t\r\n#ifdef UNDERWATER_CAUSTICS\r\n\tfloat oldArea = length(dFdx(v_oldPos)) * length(dFdy(v_oldPos));\r\n float newArea = length(dFdx(v_newPos)) * length(dFdy(v_newPos));\r\n\r\n\tfloat causticsFactor = oldArea \/ newArea;\r\n\r\n finalColor = u_CausticsData.Color * causticsFactor * u_CausticsData.Intensity;\r\n#endif \/\/ UNDERWATER_CAUSTICS\r\n\r\n\tfragColor = vec4(finalColor, 1.0f);\r\n}\t\r\n","avg_line_length":25.0476190476,"max_line_length":138,"alphanum_fraction":0.7300380228} {"size":301,"ext":"glsl","lang":"GLSL","max_stars_count":9.0,"content":"#version 310 es\n\nfloat tint_float_modulo(float lhs, float rhs) {\n return (lhs - rhs * trunc(lhs \/ rhs));\n}\n\n\nvoid f() {\n float a = 1.0f;\n float b = 0.0f;\n float r = tint_float_modulo(a, (b + b));\n}\n\nlayout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\nvoid main() {\n f();\n return;\n}\n","avg_line_length":15.8421052632,"max_line_length":64,"alphanum_fraction":0.6112956811} {"size":119,"ext":"glsl","lang":"GLSL","max_stars_count":6304.0,"content":"### Compilation failed:\n\nerror: 6: index -1 out of range for 'int3'\nerror: 6: index 3 out of range for 'int3'\n2 errors\n","avg_line_length":19.8333333333,"max_line_length":42,"alphanum_fraction":0.6890756303} {"size":1194,"ext":"glsl","lang":"GLSL","max_stars_count":3.0,"content":"\/\/=========================================================================\n\/\/\n\/\/ Program: Visualization Toolkit\n\/\/ Module: vtkSurfaceLICPainter_DCpy.glsl\n\/\/\n\/\/ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n\/\/ All rights reserved.\n\/\/ See Copyright.txt or http:\/\/www.kitware.com\/Copyright.htm for details.\n\/\/\n\/\/ This software is distributed WITHOUT ANY WARRANTY; without even\n\/\/ the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n\/\/ PURPOSE. See the above copyright notice for more information.\n\/\/\n\/\/=========================================================================\n\n\/\/ This shader copies fragments and depths to the output buffer\n\n#version 110\n\nuniform sampler2D texDepth; \/\/ z values from vertex shader\nuniform sampler2D texRGBColors; \/\/ final rgb LIC colors\n\nvoid main()\n{\n vec2 tc = gl_TexCoord[0].st;\n gl_FragDepth = texture2D(texDepth, tc).x;\n gl_FragColor = texture2D(texRGBColors, tc);\n\n \/\/ since we render a screen aligned quad\n \/\/ we're going to be writing fragments\n \/\/ not touched by the original geometry\n \/\/ it's critical not to modify those\n \/\/ fragments.\n if (gl_FragDepth == 1.0)\n {\n discard;\n }\n}\n","avg_line_length":30.6153846154,"max_line_length":75,"alphanum_fraction":0.6197654941} {"size":499,"ext":"frag","lang":"GLSL","max_stars_count":399.0,"content":"\ufeff\/\/\n#version 460 core\n\nlayout (location=0) in vec2 uvs;\nlayout (location=1) in vec3 barycoords;\nlayout (location=2) in vec3 wpos_out;\n\nlayout (location=0) out vec4 out_FragColor;\n\nlayout (binding = 0) uniform sampler2D texture0;\n\nfloat edgeFactor(float thickness)\n{\n\tvec3 a3 = smoothstep( vec3( 0.0 ), fwidth(barycoords) * thickness, barycoords);\n\treturn min( min( a3.x, a3.y ), a3.z );\n}\n\nvoid main()\n{\n\tvec4 color = vec4(1.0);\n\tout_FragColor = mix( color * vec4(0.8), color, edgeFactor(1.0) );\n};\n","avg_line_length":21.6956521739,"max_line_length":80,"alphanum_fraction":0.6913827655} {"size":830,"ext":"shader","lang":"GLSL","max_stars_count":null,"content":"\ufeffShader \"Debug\/Texcoord 0\"\n{\n\tProperties\n\t{\n\t\t_DebugUvGrid(\"\", 2D) = \"\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Geometry\"\n\t\t\t\"Lightmode\" = \"Always\"\n\t\t}\n\n Pass\n {\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tuniform sampler2D _DebugUvGrid;\n\n\t\t\tstruct vertexInput\n\t\t\t{\n\t\t\t\tfloat4 vertex\t\t: POSITION;\n\t\t\t\tfloat2 texcoord0\t: TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct vertexOutput\n\t\t\t{\n\t\t\t\tfloat4 position\t\t: SV_POSITION;\n\t\t\t\tfloat2 texcoord\t\t: TEXCOORD0;\n\t\t\t};\n\n\t\t\tvertexOutput vert (vertexInput input)\n\t\t\t{\n\t\t\t\tvertexOutput output;\n\n\t\t\t\toutput.position = UnityObjectToClipPos (input.vertex);\n\t\t\t\toutput.texcoord\t= input.texcoord0;\n\n\t\t\t\treturn output;\n\t\t\t}\n\n\t\t\tfloat4 frag (vertexOutput input) : COLOR\n\t\t\t{\n\t\t\t\treturn tex2D (_DebugUvGrid, input.texcoord);\n\t\t\t}\n\n\t\t\tENDCG\n\t\t}\n\t}\n}","avg_line_length":14.8214285714,"max_line_length":58,"alphanum_fraction":0.6192771084} {"size":3510,"ext":"shader","lang":"GLSL","max_stars_count":null,"content":"\ufeffShader \"Custom\/DirectionalFlow\" {\n\tProperties{\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n\t\t[NoScaleOffset] _MainTex(\"Deriv (AG) Height (B)\", 2D) = \"black\" {}\n\t\t[NoScaleOffset] _FlowMap(\"Flow (RG)\", 2D) = \"black\" {}\n\t\t[Toggle(_DUAL_GRID)] _DualGrid(\"Dual Grid\", Int) = 0\n\t\t_Tiling(\"Tiling, Constant\", Float) = 1\n\t\t_TilingModulated(\"Tiling, Modulated\", Float) = 1\n\t\t_GridResolution(\"Grid Resolution\" , Float) = 10\n\t\t_Speed(\"Speed\", Float) = 1\n\t\t_FlowStrength(\"Flow Strength\", Float) = 1\n\t\t_HeightScale(\"Height Scale, Constant\", Float) = 0.25\n\t\t_HeightScaleModulated(\"Height Scale, Modulated\", Float) = 0.75\n\t\t_WaterFogColor(\"Water Fog Color\", Color) = (0, 0, 0, 0)\n\t\t_WaterFogDensity(\"Water Fog Density\", Range(0, 2)) = 0.1\n\t\t_RefractionStrength(\"Refraction Strength\", Range(0, 1)) = 0.25\n\t\t_Glossiness(\"Smoothness\", Range(0,1)) = 0.5\n\t\t_Metallic(\"Metallic\", Range(0,1)) = 0.0\n\t}\n\n\tSubShader {\n\t\tTags { \"RenderType\" = \"Opaque\" }\n\t\tLOD 200\n\n\t\tGrabPass { \"_WaterBackground\" }\n\n\t\tCGPROGRAM\n\t\t#pragma surface surf Standard alpha finalcolor:ResetAlpha\n\t\t#pragma target 3.0\n\n\t\t#pragma shader_feature _DUAL_GRID\n\n\t\t#include \"Flow.cginc\"\n\t\t#include \"LookingThroughWater.cginc\"\n\n\t\tsampler2D _MainTex, _FlowMap;\n\t\tfloat _Tiling, _TilingModulated, _GridResolution, _Speed, _FlowStrength;\n\t\tfloat _HeightScale, _HeightScaleModulated;\n\n\t\tstruct Input {\n\t\t\tfloat2 uv_MainTex;\n\t\t\tfloat4 screenPos;\n\t\t};\n\n\t\thalf _Glossiness;\n\t\thalf _Metallic;\n\t\tfixed4 _Color;\n\n\t\tfloat3 UnpackDerivativeHeight(float4 textureData) {\n\t\t\tfloat3 dh = textureData.agb;\n\t\t\tdh.xy = dh.xy * 2 - 1;\n\t\t\treturn dh;\n\t\t}\n\n\t\tfloat3 FlowCell(float2 uv, float2 offset, float time, float gridB) {\n\t\t\tfloat2x2 derivRotation;\n\t\t\tfloat2 shift = 1 - offset;\n\t\t\tshift *= 0.5;\n\t\t\toffset *= 0.5;\n\t\t\tif (gridB) {\n\t\t\t\toffset += 0.25;\n\t\t\t\tshift -= 0.25;\n\t\t\t}\n\t\t\tfloat2 uvTiled =\n\t\t\t\t(floor(uv * _GridResolution + offset) + shift) \/ _GridResolution;\n\t\t\tfloat3 flow = tex2D(_FlowMap, uvTiled).rgb;\n\t\t\tflow.xy = flow.xy * 2 - 1;\n\t\t\tflow.z *= _FlowStrength;\n\t\t\tfloat tiling = flow.z * _TilingModulated + _Tiling;\n\t\t\tfloat2 uvFlow = DirectionalFlowUV(\n\t\t\t\tuv + offset, flow, tiling, time,\n\t\t\t\tderivRotation\n\t\t\t);\n\t\t\tfloat3 dh = UnpackDerivativeHeight(tex2D(_MainTex, uvFlow));\n\t\t\tdh.xy = mul(derivRotation, dh.xy);\n\t\t\tdh *= flow.z * _HeightScaleModulated + _HeightScale;\n\t\t\treturn dh;\n\t\t}\n\n\t\tfloat3 FlowGrid(float2 uv, float time, bool gridB) {\n\t\t\tfloat3 dhA = FlowCell(uv, float2(0, 0), time, gridB);\n\t\t\tfloat3 dhB = FlowCell(uv, float2(1, 0), time, gridB);\n\t\t\tfloat3 dhC = FlowCell(uv, float2(0, 1), time, gridB);\n\t\t\tfloat3 dhD = FlowCell(uv, float2(1, 1), time, gridB);\n\n\t\t\tfloat2 t = uv * _GridResolution;\n\t\t\tif (gridB) {\n\t\t\t\tt += 0.25;\n\t\t\t}\n\t\t\tt = abs(2 * frac(t) - 1);\n\t\t\tfloat wA = (1 - t.x) * (1 - t.y);\n\t\t\tfloat wB = t.x * (1 - t.y);\n\t\t\tfloat wC = (1 - t.x) * t.y;\n\t\t\tfloat wD = t.x * t.y;\n\n\t\t\treturn dhA * wA + dhB * wB + dhC * wC + dhD * wD;\n\t\t}\n\n\t\tvoid surf(Input IN, inout SurfaceOutputStandard o) {\n\t\t\tfloat time = _Time.y * _Speed;\n\t\t\tfloat2 uv = IN.uv_MainTex;\n\t\t\tfloat3 dh = FlowGrid(uv, time, false);\n\t\t\t#if defined(_DUAL_GRID)\n\t\t\t\tdh = (dh + FlowGrid(uv, time, true)) * 0.5;\n\t\t\t#endif\n\t\t\tfixed4 c = dh.z * dh.z * _Color;\n\t\t\tc.a = _Color.a;\n\t\t\to.Albedo = c.rgb;\n\t\t\to.Normal = normalize(float3(-dh.xy, 1));\n\t\t\to.Metallic = _Metallic;\n\t\t\to.Smoothness = _Glossiness;\n\t\t\to.Alpha = c.a;\n\t\t\to.Emission = ColorBelowWater(IN.screenPos, o.Normal) * (1 - c.a);\n\t\t}\n\n\t\tvoid ResetAlpha(Input IN, SurfaceOutputStandard o, inout fixed4 color) {\n\t\t\tcolor.a = 1;\n\t\t}\n\t\tENDCG\n\t}\n}","avg_line_length":29.0082644628,"max_line_length":74,"alphanum_fraction":0.6435897436} {"size":1640,"ext":"glsl","lang":"GLSL","max_stars_count":123.0,"content":"precision mediump float;\n\nvarying vec2 v_uv;\nvarying vec3 v_pos;\nvarying float v_brightness;\nvarying vec2 v_real_screenPos;\nvarying float v_zDistance;\nvarying float v_ssectorId;\n\nuniform sampler2D u_tex;\nuniform sampler2D u_distanceTex;\nuniform sampler2D u_normalTex;\n\n#define M_PI 3.1415926535897932384626433832795\n\nvoid main() {\n vec4 col = texture2D(u_tex, v_uv);\n if (col.a<0.9) discard;\n float steps = 128.0;\n\n vec4 bgSegDistanceLimits = texture2D(u_distanceTex, v_real_screenPos);\n float bgSegDistanceLow = floor(bgSegDistanceLimits.r*steps);\n bgSegDistanceLow = bgSegDistanceLow*steps+floor(bgSegDistanceLimits.g*steps);\n float bgSegDistanceHigh = floor(bgSegDistanceLimits.b*steps);\n bgSegDistanceHigh = bgSegDistanceHigh*steps+floor(bgSegDistanceLimits.a*steps);\n \n if (v_zDistance<=bgSegDistanceHigh*v_ssectorId) discard;\n if (v_zDistance<=bgSegDistanceLow*v_ssectorId) {\n vec4 bgSegNormal = texture2D(u_normalTex, v_real_screenPos);\n float bgSegNormalDist = floor(bgSegNormal.r*steps);\n bgSegNormalDist = bgSegNormalDist*steps+floor(bgSegNormal.g*steps);\n bgSegNormalDist = bgSegNormalDist*steps+floor(bgSegNormal.b*steps);\n \n float dir = bgSegNormal.a*M_PI*2.0;\n float xn = sin(dir);\n float zn = cos(dir);\n \n float myDist = (v_pos.x*xn+v_pos.z*zn)*v_ssectorId;\n \n if (myDist>bgSegNormalDist) discard;\n }\n \n \n float dist = length(v_pos.z);\n float scale = 1.0-120.0\/(dist+120.0);\n float brightness = clamp(0.0, v_brightness*2.0, v_brightness*2.0-clamp(0.0, 1.0, scale));\n gl_FragColor = vec4(col.rg, brightness, 1.0);\n}\n","avg_line_length":33.4693877551,"max_line_length":93,"alphanum_fraction":0.7237804878} {"size":3100,"ext":"glsl","lang":"GLSL","max_stars_count":1.0,"content":"\/*****************************************************************************************\n * *\n * OpenSpace *\n * *\n * Copyright (c) 2014-2019 *\n * *\n * Permission is hereby granted, free of charge, to any person obtaining a copy of this *\n * software and associated documentation files (the \"Software\"), to deal in the Software *\n * without restriction, including without limitation the rights to use, copy, modify, *\n * merge, publish, distribute, sublicense, and\/or sell copies of the Software, and to *\n * permit persons to whom the Software is furnished to do so, subject to the following *\n * conditions: *\n * *\n * The above copyright notice and this permission notice shall be included in all copies *\n * or substantial portions of the Software. *\n * *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *\n * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *\n * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *\n * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *\n * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *\n * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *\n ****************************************************************************************\/\n\n#define MULTIRES_PI 3.14159265358979323846 \/* pi *\/\n#define MULTIRES_SQRT1_3 0.57735026919 \/* 1\/sqrt(3) *\/\n#define MULTIRES_OPACITY_THRESHOLD 0.01\n\nvec3 multires_cartesianToSpherical(vec3 _cartesian) {\n \/\/ Put cartesian in [-1..1] range first\n vec3 cartesian = vec3(-1.0) + _cartesian * 2.0f;\n\n float r = length(cartesian);\n float theta = 0.0;\n float phi = 0.0;\n\n if (r != 0.0) {\n theta = acos(cartesian.z \/ r) \/ MULTIRES_PI;\n phi = (MULTIRES_PI + atan(cartesian.y, cartesian.x)) \/ (2.0 * MULTIRES_PI);\n }\n r *= MULTIRES_SQRT1_3;\n return vec3(r, theta, phi);\n}\n\nint multires_intCoord(ivec3 vec3Coords, ivec3 spaceDim) {\n return vec3Coords.x +\n spaceDim.x * vec3Coords.y +\n spaceDim.x * spaceDim.y * vec3Coords.z;\n}\n\nvec3 multires_vec3Coords(uint intCoord, ivec3 spaceDim) {\n return vec3(\n mod(intCoord, spaceDim.x),\n mod(intCoord \/ spaceDim.x, spaceDim.y),\n intCoord \/ spaceDim.x \/ spaceDim.y\n );\n}\n","avg_line_length":53.4482758621,"max_line_length":90,"alphanum_fraction":0.4793548387} {"size":1221,"ext":"glsl","lang":"GLSL","max_stars_count":66.0,"content":"\/\/#version 300 es\nprecision mediump float;\nattribute vec3 aPosition;\nattribute vec2 aTexCoord;\nattribute vec3 aNormal;\n\nuniform mat4 uMatrix;\nuniform mat4 uModelMatrix;\nuniform vec3 lightPos;\nuniform vec3 lightColor;\nuniform vec3 viewPos;\n\nvarying vec2 v_texCoord;\nvarying vec3 ambient;\nvarying vec3 diffuse;\nvarying vec3 specular;\nvoid main()\n{\n gl_Position = uMatrix * vec4(aPosition,1.0);\n\n vec3 fragPos = vec3(uModelMatrix * vec4(aPosition,1.0));\n\n \/\/ \u73af\u5883\u5149\n \/\/\u5f3a\u5ea6\n float ambientStrength = 0.3;\n ambient = ambientStrength * lightColor;\n\n \/\/ \u6f2b\u53cd\u5c04\n float diffuseStrength = 0.8;\n \/\/\u9876\u70b9\u7684\u5355\u4f4d\u6cd5\u7ebf\n vec3 unitNormal = normalize(vec3(uModelMatrix * vec4(aNormal, 1.0)));\n \/\/\u4ece\u9876\u70b9\u5230\u5149\u6e90\u7684\u5355\u4f4d\u5411\u91cf\n vec3 lightDir = normalize(lightPos - fragPos);\n \/\/\u4e0a\u9762\u6765\u4e24\u4e2a\u5411\u91cf\u8fdb\u884c\u70b9\u4e58\n float diff = max(dot(unitNormal, lightDir), 0.0);\n diffuse = diffuseStrength * diff * lightColor;\n\/\/\n \/\/\u955c\u9762\u53cd\u5c04\n float specularStrength = 0.9;\n \/\/\u89c6\u89d2\u548c\u9876\u70b9\u7684\u5355\u4f4d\u5411\u91cf\n vec3 viewDir = normalize(viewPos - fragPos);\n \/\/\u8c03\u7528reflect\u53cd\u5c04\u5185\u7f6e\u51fd\u6570\n vec3 reflectDir = reflect(-lightDir, unitNormal);\n float spec = pow(max(dot(unitNormal, reflectDir), 0.0), 16.0);\n specular = specularStrength * spec * lightColor;\n\n v_texCoord = aTexCoord;\n}","avg_line_length":25.4375,"max_line_length":73,"alphanum_fraction":0.6977886978} {"size":1070,"ext":"glsl","lang":"GLSL","max_stars_count":null,"content":"varying vec3 v_positionMC;\r\nvarying vec3 v_positionEC;\r\nvarying vec2 v_st;\r\n\r\nvoid main()\r\n{\r\n czm_materialInput materialInput;\r\n \r\n\tvec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));\r\n#ifdef FACE_FORWARD\r\n normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);\r\n#endif\r\n \r\n materialInput.s = v_st.s;\r\n materialInput.st = v_st;\r\n materialInput.str = vec3(v_st, 0.0);\r\n \r\n \/\/ Convert tangent space material normal to eye space\r\n materialInput.normalEC = normalEC;\r\n materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);\r\n \r\n \/\/ Convert view vector to world space\r\n vec3 positionToEyeEC = -v_positionEC; \r\n materialInput.positionToEyeEC = positionToEyeEC;\r\n\r\n czm_material material = czm_getMaterial(materialInput);\r\n \r\n#ifdef FLAT \r\n gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\r\n#else\r\n gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\r\n#endif\r\n}\r\n","avg_line_length":31.4705882353,"max_line_length":110,"alphanum_fraction":0.7112149533} {"size":4139,"ext":"frag","lang":"GLSL","max_stars_count":4.0,"content":"precision highp float;\n\nuniform float time;\n\/\/ @todo Use dt against audio rates?\nuniform float dt;\n\nuniform vec2 viewSize;\nuniform vec2 viewRes;\n\nuniform sampler2D audio;\n\nuniform float audioScale;\n\nuniform float peak;\nuniform float peakPos;\nuniform float mean;\n\nuniform float frequencies;\nuniform float harmonies;\nuniform float silent;\nuniform float soundSmooth;\nuniform float soundWarp;\n\nuniform float noiseWarp;\nuniform float noiseSpeed;\nuniform float noiseScale;\n\nuniform float spin;\n\nuniform float ringRadius;\nuniform float ringThick;\nuniform float ringAlpha;\n\nuniform float otherRadius;\nuniform float otherThick;\nuniform float otherEdge;\nuniform float otherAlpha;\n\nuniform float triangleRadius;\nuniform float triangleFat;\nuniform float triangleEdge;\nuniform float triangleAlpha;\n\nuniform float staticScale;\nuniform float staticSpeed;\nuniform float staticShift;\nuniform float staticAlpha;\n\nuniform float bump;\n\nuniform mat4 cameraView;\nuniform mat4 cameraProjection;\n\n\/\/ @todo Noise in form as well?\n#pragma glslify: noise = require(glsl-noise\/simplex\/3d)\n\n#pragma glslify: hsv2rgb = require(..\/..\/libs\/glsl-hsv\/hsv-rgb)\n\n#pragma glslify: uvToPos = require(..\/tendrils\/map\/uv-to-pos)\n\n#pragma glslify: posToAngle = require(.\/pos-to-angle)\n\n#pragma glslify: sampleSound = require(.\/sample-sound)\n#pragma glslify: sdfCircle = require(.\/sdf\/circle)\n#pragma glslify: sdfTriangle = require(.\/sdf\/triangle)\n\nconst vec3 mid = vec3(0.0);\n\nfloat attenuate(float sdf) {\n \/\/ @see Attenuation: http:\/\/gamedev.stackexchange.com\/questions\/56897\/glsl-light-attenuation-color-and-intensity-formula\n \/\/ return clamp(1.0\/sdf\/sdf, 0.0, 1.0);\n return max(0.0, 1.0\/sdf\/sdf);\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy\/viewRes;\n\n vec4 projected = (cameraProjection*cameraView*vec4(uvToPos(uv), 1.0, 1.0));\n vec2 pos = projected.xy\/viewSize\/viewSize;\n\n float dist = length(pos);\n float angle = abs(mod(posToAngle(pos)+(spin*time), 1.0)\/harmonies);\n\n float frequencyOffset = 1.0\/frequencies;\n\n float soundKernel = sampleSound(audio, angle).x+\n (sampleSound(audio, angle-frequencyOffset).x*soundSmooth)+\n (sampleSound(audio, angle+frequencyOffset).x*soundSmooth);\n\n float sound = soundWarp*max(abs(soundKernel\/(1.0+(2.0*soundSmooth))), silent);\n\n float noiseTime = time*noiseSpeed;\n\n\n \/\/ The light ring\n\n float warp = (mean*sound\/audioScale)+\n (noise(vec3(pos*(1.0+noiseScale*(1.0+(0.5*soundWarp*mean\/audioScale))),\n noiseTime))*\n noiseWarp*(1.0+(0.5*soundWarp*peak\/audioScale)));\n\n float ringSDF = clamp(abs(dist-ringRadius-warp+bump)-ringThick, 0.0, 1.0)\/sound;\n\n\n \/\/ Other circle\n\n vec2 otherPos = vec2(noise(vec3(peakPos, peak+noiseTime, mean)),\n noise(vec3(peakPos+0.972, peak+noiseTime+0.234, mean+0.3785)));\n\n float otherRad = otherRadius*length(otherPos)*peakPos;\n\n float otherSDF = clamp(abs(sdfCircle(pos, otherPos, otherRad))-\n abs((otherThick+bump)*mean*audioScale),\n 0.0, 1.0)\/\n step(otherEdge, abs(peak\/audioScale));\n\n\n \/\/ Triangle\n\n vec3 tri1 = vec3(noise(vec3(peak+dt+0.879, peakPos-noiseTime+0.822,\n peak-peakPos+0.545)),\n noise(vec3(peak+0.882, peakPos+noiseTime+0.354,\n peak+peakPos+0.455)),\n 0.0);\n\n vec3 tri2 = vec3(noise(vec3(peak+dt+10.227, peakPos+noiseTime+10.822,\n peak+peakPos+10.092)),\n noise(vec3(peak-dt+10.192, peakPos-noiseTime+10.277,\n peak-peakPos+10.304)),\n 0.0);\n\n float triRad = mean*triangleRadius;\n\n float triangleSDF = sdfTriangle(vec3(pos, 0.0), mid, tri1*triRad,\n mix(tri1, tri2*triRad, (triangleFat+bump)*(1.0-peakPos)))\/\n step(triangleEdge, abs(peak));\n\n\n \/\/ \"TV static\" background\n float background = noise(vec3(uv*staticScale,\n (mean*(staticShift+bump)\/audioScale)+(time*staticSpeed)));\n\n\n \/\/ Accumulate\n gl_FragColor = vec4((attenuate(ringSDF)*ringAlpha)+\n (attenuate(otherSDF)*otherAlpha)+\n (attenuate(triangleSDF)*triangleAlpha)+\n max(0.0, background*staticAlpha));\n}\n","avg_line_length":27.5933333333,"max_line_length":124,"alphanum_fraction":0.6844648466} {"size":2519,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"#version 330 core\n\nin vec3 vPosition;\nin vec3 vNormal;\nin vec4 vPositionLightSpace;\n\nuniform mat4 view;\nuniform vec3 lightDir;\nuniform vec3 lightColor;\nuniform float ambientStrength;\nuniform float specularStrength;\n\nuniform sampler2D shadowMap;\n\nout vec4 color;\n\nconst vec3 grey = vec3(192.0 \/ 255.0);\n\nvec3 transformLightDir()\n{\n \/\/ The light direction is in model space. Transform to view space.\n return (view * vec4(lightDir, 0.0)).xyz;\n}\n\nvec3 calcAmbientColor()\n{\n return lightColor * ambientStrength;\n}\n\nvec3 calcDiffuseColor(vec3 normal)\n{\n float diffuse = max(dot(normal, transformLightDir()), 0.0);\n\n return diffuse * lightColor;\n}\n\nvec3 calcSpecularColor(vec3 normal)\n{\n vec3 reflectDir = reflect(-transformLightDir(), normal);\n vec3 viewDir = normalize(vec3(0) - vPosition);\n float specular = pow(max(dot(viewDir, reflectDir), 0.0), 16);\n\n return specular * 0.2 * lightColor;\n}\n\nfloat shadowBias(vec3 normal)\n{\n return max(0.05 * (1.0 - dot(normal, transformLightDir())), 0.005);\n}\n\nfloat calcShadow(vec3 normal)\n{\n vec3 projCoords = vPositionLightSpace.xyz \/ vPositionLightSpace.w;\n \/\/ Transform from [-1,1] range to [0,1] range.\n projCoords = projCoords * 0.5 + 0.5;\n float closestDepth = texture(shadowMap, projCoords.xy).r;\n float currentDepth = projCoords.z;\n\n \/\/ If the current position of further away than the closestDepth, we are\n \/\/ in shadow.\n return currentDepth - shadowBias(normal) > closestDepth ? 1.0 : 0.0;\n}\n\nfloat calcPCFShadow(vec3 normal)\n{\n vec3 projCoords = vPositionLightSpace.xyz \/ vPositionLightSpace.w;\n projCoords = projCoords * 0.5 + 0.5;\n float currentDepth = projCoords.z;\n\n vec2 texelSize = 1.0 \/ textureSize(shadowMap, 0);\n float shadow = 0.0;\n float bias = shadowBias(normal);\n for (int x = -1; x <= 1; ++x)\n {\n for (int y = -1; y <= 1; ++y)\n {\n float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;\n shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;\n }\n }\n\n return shadow \/ 9.0;\n}\n\nvoid main()\n{\n if (!gl_FrontFacing) \/\/ Inside of the backdrop sphere.\n {\n vec3 normal = -normalize(vNormal);\n vec3 finalColor = grey *\n (calcAmbientColor() +\n (1.0 - calcPCFShadow(normal)) *\n (calcDiffuseColor(normal) + calcSpecularColor(normal)));\n color = vec4(finalColor, 1.0);\n }\n else\n { vec3 normal = normalize(vNormal);\n vec3 finalColor = grey * (calcAmbientColor() + calcDiffuseColor(normal) + calcSpecularColor(normal));\n\n color = vec4(finalColor, 1.0);\n }\n}\n","avg_line_length":24.4563106796,"max_line_length":105,"alphanum_fraction":0.6820166733} {"size":1348,"ext":"shader","lang":"GLSL","max_stars_count":2079.0,"content":"Shader \"Hidden\/Shader Forge\/SFN_Log_LOG\" {\n Properties {\n _OutputMask (\"Output Mask\", Vector) = (1,1,1,1)\n _IN (\"\", 2D) = \"black\" {}\n }\n SubShader {\n Tags {\n \"RenderType\"=\"Opaque\"\n }\n Pass {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #define UNITY_PASS_FORWARDBASE\n #include \"UnityCG.cginc\"\n #pragma target 3.0\n uniform float4 _OutputMask;\n uniform sampler2D _IN;\n\n struct VertexInput {\n float4 vertex : POSITION;\n float2 texcoord0 : TEXCOORD0;\n };\n struct VertexOutput {\n float4 pos : SV_POSITION;\n float2 uv : TEXCOORD0;\n };\n VertexOutput vert (VertexInput v) {\n VertexOutput o = (VertexOutput)0;\n o.uv = v.texcoord0;\n o.pos = UnityObjectToClipPos(v.vertex );\n return o;\n }\n float4 frag(VertexOutput i) : COLOR {\n\n \/\/ Read inputs\n float4 _in = tex2D( _IN, i.uv );\n\n \/\/ Operator\n float4 outputColor = log(_in);\n\n \/\/ Return\n return outputColor * _OutputMask;\n }\n ENDCG\n }\n }\n}\n","avg_line_length":27.5102040816,"max_line_length":56,"alphanum_fraction":0.4554896142} {"size":268,"ext":"glsl","lang":"GLSL","max_stars_count":null,"content":"uniform float u_time;\n\/\/ uniform float thickness;\nfloat thickness = 2.0;\nfloat distance = thickness * 20.0;\nvarying float vOpacity;\n\/\/ varying vec3 vUv;\n\/\/ Common varyings\nvarying vec3 v_position;\nvarying vec3 v_normal;\n\n\nvoid main() {\n gl_FragColor = gl_FragColor;\n}","avg_line_length":19.1428571429,"max_line_length":34,"alphanum_fraction":0.7462686567} {"size":2076,"ext":"shader","lang":"GLSL","max_stars_count":53.0,"content":"\/\/ Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\nShader \"Hidden\/Shader Forge\/SFN_Rotator_PIV_ANG\" {\n Properties {\n _OutputMask (\"Output Mask\", Vector) = (1,1,1,1)\n _UVIN (\"UV\", 2D) = \"black\" {}\n _PIV (\"Piv\", 2D) = \"black\" {}\n _ANG (\"Ang\", 2D) = \"black\" {}\n _SPD (\"Spd\", 2D) = \"black\" {}\n }\n SubShader {\n Tags {\n \"RenderType\"=\"Opaque\"\n }\n Pass {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #define UNITY_PASS_FORWARDBASE\n #include \"UnityCG.cginc\"\n #pragma target 3.0\n uniform float4 _OutputMask;\n uniform sampler2D _UVIN;\n uniform sampler2D _PIV;\n uniform sampler2D _ANG;\n uniform sampler2D _SPD;\n\n struct VertexInput {\n float4 vertex : POSITION;\n float2 texcoord0 : TEXCOORD0;\n };\n struct VertexOutput {\n float4 pos : SV_POSITION;\n float2 uv : TEXCOORD0;\n };\n VertexOutput vert (VertexInput v) {\n VertexOutput o = (VertexOutput)0;\n o.uv = v.texcoord0;\n o.pos = UnityObjectToClipPos(v.vertex );\n return o;\n }\n float4 frag(VertexOutput i) : COLOR {\n\n \/\/ Read inputs\n float4 _uvin = tex2D( _UVIN, i.uv );\n float4 _piv = tex2D( _PIV, i.uv );\n float4 _ang = tex2D( _ANG, i.uv );\n float4 _spd = tex2D( _SPD, i.uv );\n\n \/\/ Operator\nfloat ang = _ang.x;\n float spd = 1.0;\n float cosVal = cos(1.0*ang);\n float sinVal = sin(1.0*ang);\n float2 piv = _piv.xy;\n float4 outputColor = float4((mul(_uvin.xy-piv,float2x2( cosVal, -sinVal, sinVal, cosVal))+piv),0,0);\n\n \/\/ Return\n return outputColor * _OutputMask;\n }\n ENDCG\n }\n }\n}\n","avg_line_length":31.9384615385,"max_line_length":116,"alphanum_fraction":0.4759152216} {"size":793,"ext":"glsl","lang":"GLSL","max_stars_count":null,"content":"\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\n\/\/ WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs\/es6.conf.js then run \"npm run convert\". \/\/\n\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\nuniform vec3 color;\nuniform float opacity;\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\n\t#include \n\n}\n","avg_line_length":36.0454545455,"max_line_length":150,"alphanum_fraction":0.4627994956} {"size":1373,"ext":"shader","lang":"GLSL","max_stars_count":null,"content":"\ufeff\n\/\/ Simplified Diffuse shader. Differences from regular Diffuse one:\n\/\/ - no Main Color\n\/\/ - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex\/SH.\n\/\/ - support gpu instancing\n\nShader \"Drops\/Mobile\/Diffuse Color\"\n{\n Properties {\n _MainTex (\"Base (RGB)\", 2D) = \"white\" {}\n _Color(\"Color\", Color) = (0,0,0,0)\n\t _TextureST(\"Texture ST\", vector) = (1,1,0,0)\n }\n SubShader {\n Tags { \"RenderType\" = \"Opaque\" }\n LOD 150\n\n CGPROGRAM\n #pragma surface surf Lambert noforwardadd\n\n sampler2D _MainTex;\n\t\t\/\/float4 _MainTex_ST;\n\n \/\/float4 _Color;\n\t\tUNITY_INSTANCING_BUFFER_START(Props)\n UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)\n\t\t UNITY_DEFINE_INSTANCED_PROP(fixed4, _TextureST)\n UNITY_INSTANCING_BUFFER_END(Props)\n\n struct Input {\n float2 uv_MainTex;\n };\n\n void surf (Input IN, inout SurfaceOutput o) {\n\t\t\tfloat4 texST = UNITY_ACCESS_INSTANCED_PROP(Props, _TextureST);\n\t\t\tfloat2 newUV = frac(IN.uv_MainTex * texST.xy + texST.zw);\n\t\t\t\/\/fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color);\n\t\t\tfixed4 c = tex2D(_MainTex, newUV) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color);\n\t\t\to.Albedo = c.rgb;\n\t\t\to.Alpha = c.a;\n }\n ENDCG\n }\n\n Fallback \"Drops\/Mobile\/VertexLitInstancing\"\n}","avg_line_length":29.847826087,"max_line_length":103,"alphanum_fraction":0.6540422433} {"size":2184,"ext":"glsl","lang":"GLSL","max_stars_count":99.0,"content":"\/*\n * Proland: a procedural landscape rendering library.\n * Copyright (c) 2008-2011 INRIA\n *\n * This program is free software: you can redistribute it and\/or modify\n * it under the terms of the GNU General Public License as published by\n * the Free Software Foundation, either version 3 of the License, or\n * (at your option) any later version.\n *\n * This program is distributed in the hope that it will be useful,\n * but WITHOUT ANY WARRANTY; without even the implied warranty of\n * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n * GNU General Public License for more details.\n *\n * You should have received a copy of the GNU General Public License\n * along with this program. If not, see .\n *\/\n\n\/*\n * Proland is distributed under a dual-license scheme.\n * You can obtain a specific license from Inria: proland-licensing@inria.fr.\n *\/\n\n\/*\n * Authors: Eric Bruneton, Antoine Begault, Guillaume Piolat.\n *\/\n\n#include \"oceanBrdf.glhl\"\n#include \"globalsShader.glhl\"\n\n#define PI 3.141592657\n\nfloat meanFresnel(float cosThetaV, float sigmaV) {\n return pow(1.0 - cosThetaV, 5.0 * exp(-2.69 * sigmaV)) \/ (1.0 + 22.7 * pow(sigmaV, 1.5));\n}\n\nfloat meanFresnel(vec3 V, vec3 N, float sigmaSq) {\n return meanFresnel(dot(V, N), sqrt(sigmaSq));\n}\n\nfloat reflectedSunRadiance(vec3 V, vec3 N, vec3 L, float sigmaSq) {\n vec3 H = normalize(L + V);\n\n float hn = dot(H, N);\n float p = exp(-2.0 * ((1.0 - hn * hn) \/ sigmaSq) \/ (1.0 + hn)) \/ (4.0 * PI * sigmaSq);\n\n float c = 1.0 - dot(V, H);\n float c2 = c * c;\n float fresnel = 0.02 + 0.98 * c2 * c2 * c;\n\n float zL = dot(L, N);\n float zV = dot(V, N);\n zL = max(zL, 0.01);\n zV = max(zV, 0.01);\n\n \/\/ brdf times cos(thetaL)\n return zL <= 0.0 ? 0.0 : max(fresnel * p * sqrt(abs(zL \/ zV)), 0.0);\n}\n\nvec3 oceanRadiance(vec3 V, vec3 N, vec3 L, float seaRoughness, vec3 sunL, vec3 skyE) {\n float F = meanFresnel(V, N, seaRoughness);\n vec3 Lsun = reflectedSunRadiance(V, N, L, seaRoughness) * sunL;\n vec3 Lsky = skyE * F \/ PI;\n vec3 Lsea = (1.0 - F) * getSeaColor() * skyE \/ PI;\n return Lsun + Lsky + Lsea;\n}\n\n#ifdef _VERTEX_\n#endif\n\n#ifdef _FRAGMENT_\n#endif\n","avg_line_length":29.9178082192,"max_line_length":93,"alphanum_fraction":0.6552197802} {"size":2637,"ext":"fsh","lang":"GLSL","max_stars_count":null,"content":"\/\/ HL7 Concept Map_ LivingWill - Sheet1.csv\nInstance: TableHL70315toV20315\nInstanceOf: ConceptMap\nTitle: \"Table HL70315 to V2 0315 Map\"\n* description = \"This ConceptMap represents a mapping from the HL7 V2 Table HL70315 to the FHIR V2 0315 Value Set.\"\n* id = \"table-hl70315-to-v2-0315\"\n* url = \"http:\/\/hl7.org\/fhir\/uv\/v2mappings\/table-hl70315-to-v2-0315\"\n* version = \"1.0\"\n* name = \"TableHL70315toV20315\"\n* status = #active\n* experimental = true\n* date = \"2022-02-21\"\n* publisher = \"HL7 International, Inc\"\n* contact.telecom.system = #email\n* contact.telecom.value = \"v2-to-fhir@lists.hl7.org\"\n* copyright = \"Copyright (c) 2020, HL7 International, Inc., All Rights Reserved.\"\n* sourceUri = \"HL70315\"\n* targetUri = \"http:\/\/terminology.hl7.org\/CodeSystem\/v2-0315\"\n* extension[0].url = \"http:\/\/hl7.org\/fhir\/uv\/v2mappings\/StructureDefinition\/RelatedArtifact\"\n* extension[0].extension[0].url = \"type\"\n* extension[0].extension[0].valueCode = #derived-from\n* extension[0].extension[1].url = \"label\"\n* extension[0].extension[1].valueString = \"Table HL70315 to V2 0315.fsh\"\n* extension[0].extension[2].url = \"url\"\n* extension[0].extension[2].valueUri = \"https:\/\/docs.google.com\/spreadsheets\/d\/13BsPLL6w_cY2WpvpikQcwD1T4X5Vg7cm94BNNwLwp5Q\/edit#gid=0\"\n* group.element[0].code = #Y\n* group.element[0].display = \"Yes, patient has a living will\"\n* group.element[0].target.equivalence = #equivalent\n* group.element[0].target.code = #Y\n* group.element[0].target.display = \"Yes, patient has a living will\"\n* group.element[1].code = #F\n* group.element[1].display = \"Yes, patient has a living will but it is not on file\"\n* group.element[1].target.equivalence = #equivalent\n* group.element[1].target.code = #F\n* group.element[1].target.display = \"Yes, patient has a living will but it is not on file\"\n* group.element[2].code = #N\n* group.element[2].display = \"No, patient does not have a living will and no information was provided\"\n* group.element[2].target.equivalence = #equivalent\n* group.element[2].target.code = #N\n* group.element[2].target.display = \"No, patient does not have a living will and no information was provided\"\n* group.element[3].code = #I\n* group.element[3].display = \"No, patient does not have a living will but information was provided\"\n* group.element[3].target.equivalence = #equivalent\n* group.element[3].target.code = #I\n* group.element[3].target.display = \"No, patient does not have a living will but information was provided\"\n* group.element[4].code = #U\n* group.element[4].display = \"Unknown\"\n* group.element[4].target.equivalence = #equivalent\n* group.element[4].target.code = #U\n* group.element[4].target.display = \"Unknown\"\n","avg_line_length":51.7058823529,"max_line_length":135,"alphanum_fraction":0.729616989} {"size":773,"ext":"vert","lang":"GLSL","max_stars_count":null,"content":"#version 420\n\/\/ vi: ft=glsl\n\nout gl_PerVertex {\n\tvec4 gl_Position;\n};\n\nlayout(location = 0) out vec2 texture_coords;\n\nlayout(set = 0, binding = 0) uniform WindowUniforms {\n\tvec2 offset;\n\tvec2 relative_size;\n\tvec2 pixel_size;\n};\n\nconst vec2 POSITIONS[6] = vec2[6](\n\tvec2(0.0, 1.0),\n\tvec2(1.0, 1.0),\n\tvec2(1.0, 0.0),\n\tvec2(0.0, 1.0),\n\tvec2(1.0, 0.0),\n\tvec2(0.0, 0.0)\n);\n\nconst vec2 TEXTURE_POSITIONS[6] = vec2[6](\n\tvec2(0.0, 0.0),\n\tvec2(1.0, 0.0),\n\tvec2(1.0, 1.0),\n\tvec2(0.0, 0.0),\n\tvec2(1.0, 1.0),\n\tvec2(0.0, 1.0)\n);\n\nvoid main() {\n\tvec2 position = offset + relative_size * POSITIONS[gl_VertexIndex];\n\tposition = 2.0 * position - vec2(1.0, 1.0);\n\tgl_Position = vec4(position, 0.0, 1.0);\n\ttexture_coords = (pixel_size - vec2(1.0, 1.0)) * TEXTURE_POSITIONS[gl_VertexIndex];\n}\n","avg_line_length":19.325,"max_line_length":84,"alphanum_fraction":0.639068564} {"size":641,"ext":"vert","lang":"GLSL","max_stars_count":1.0,"content":"#version 300 es\n\nin highp vec3 aVertexPosition;\nin highp vec3 aVertexNormal;\n\n\/\/ vs out - unless otherwise specified, all vectors are in eye\/camera space\n\nuniform mediump vec4 cPosition_World; \/\/ camera in world space\n\nuniform highp mat4 uMVMatrix; \/\/ model view matrix\nuniform highp mat4 uPMatrix; \/\/ projection matrix\nuniform highp mat3 uNormalMVMatrix; \/\/ inverse transposed model view matrix\n\nout mediump vec4 vPosition;\nout mediump vec3 vNormal;\n\nvoid main(void) {\n vPosition = uMVMatrix * vec4( aVertexPosition, 1.0 );\n vNormal = uNormalMVMatrix * aVertexNormal;\n\n gl_Position = uPMatrix * vPosition;\n}\n","avg_line_length":27.8695652174,"max_line_length":78,"alphanum_fraction":0.736349454} {"size":472,"ext":"vert","lang":"GLSL","max_stars_count":1.0,"content":"#version 330 core\nlayout (location = 0) in vec3 aPos;\nlayout (location = 1) in vec3 aNormal;\nlayout (location = 2) in vec2 aTexCoords;\n\nout vec2 TexCoords;\nout vec3 Normal;\nout vec3 FragPos;\n\nuniform mat4 model;\nuniform mat4 view;\nuniform mat4 projection;\nuniform mat3 normal;\n\nvoid main()\n{\n gl_Position = projection * view * model * vec4(aPos, 1.0);\n TexCoords = aTexCoords;\n Normal = normalize(normal * aNormal);\n FragPos = vec3(model * vec4(aPos, 1.0));\n}\n","avg_line_length":21.4545454545,"max_line_length":62,"alphanum_fraction":0.7012711864} {"size":295,"ext":"geo","lang":"GLSL","max_stars_count":16.0,"content":"Point(1) = {0.0, 0.0, 0, 1.0};\nPoint(2) = {1.0, 0.0, 0, 1.0};\nPoint(3) = {1.0, 1.0, 0, 1.0};\nPoint(4) = {0.0, 1.0, 0, 1.0};\n\nCharacteristic Length {4, 3, 2, 1} = 0.2;\n\nLine(1) = {1, 2};\nLine(2) = {2, 3};\nLine(3) = {3, 4};\nLine(4) = {4, 1};\n\nLine Loop(1) = {3, 4, 1, 2};\n\nPlane Surface(1) = {1};\n","avg_line_length":18.4375,"max_line_length":41,"alphanum_fraction":0.4508474576} {"size":238,"ext":"fsh","lang":"GLSL","max_stars_count":14.0,"content":"#version 150\n\n#moj_import \n\nuniform sampler2D Sampler0;\n\nuniform vec4 ColorModulator;\nuniform float FogStart;\nuniform float FogEnd;\n\nin float vertexDistance;\nin vec2 texCoord0;\n\nout vec4 fragColor;\n\nvoid main() {\n discard;\n}\n","avg_line_length":12.5263157895,"max_line_length":28,"alphanum_fraction":0.7605042017} {"size":5046,"ext":"frag","lang":"GLSL","max_stars_count":2.0,"content":"\/\/ Original code is from Joey De Vries (learnopengl.com)\r\n\/\/ All the input, output and uniform names were changed, AO was removed and only one directional light is used.\r\n\/\/ Source (24.11.2018): https:\/\/learnopengl.com\/code_viewer_gh.php?code=src\/6.pbr\/1.2.lighting_textured\/1.2.pbr.fs\r\n\r\n#version 330 core\r\n\r\nin vec2 vTexCoord;\r\nin vec3 vWorldPos;\r\nin vec3 vNormal;\r\n\r\nout vec4 outColor;\r\n\r\n\/\/ material parameters\r\nuniform sampler2D uAlbedo;\r\nuniform sampler2D uNormalMap;\r\nuniform sampler2D uMetallicMap;\r\nuniform sampler2D uRoughnessMap;\r\n\r\nuniform vec3 uLightDir;\r\nuniform vec3 uLightColor;\r\n\r\nuniform vec3 uCamPos;\r\n\r\nconst float PI = 3.14159265359;\r\n\/\/ ----------------------------------------------------------------------------\r\n\/\/ Easy trick to get tangent-normals to world-space to keep PBR code simplified.\r\n\/\/ Don't worry if you don't get what's going on; you generally want to do normal\r\n\/\/ mapping the usual way for performance anways; I do plan make a note of this\r\n\/\/ technique somewhere later in the normal mapping tutorial.\r\nvec3 getvNormalFromMap()\r\n{\r\n vec3 tangentvNormal = texture(uNormalMap, vTexCoord).xyz * 2.0 - 1.0;\r\n\r\n vec3 Q1 = dFdx(vWorldPos);\r\n vec3 Q2 = dFdy(vWorldPos);\r\n vec2 st1 = dFdx(vTexCoord);\r\n vec2 st2 = dFdy(vTexCoord);\r\n\r\n vec3 N = normalize(vNormal);\r\n vec3 T = normalize(Q1*st2.t - Q2*st1.t);\r\n vec3 B = -normalize(cross(N, T));\r\n mat3 TBN = mat3(T, B, N);\r\n\r\n return normalize(TBN * tangentvNormal);\r\n}\r\n\/\/ ----------------------------------------------------------------------------\r\nfloat DistributionGGX(vec3 N, vec3 H, float roughness)\r\n{\r\n float a = roughness*roughness;\r\n float a2 = a*a;\r\n float NdotH = max(dot(N, H), 0.0);\r\n float NdotH2 = NdotH*NdotH;\r\n\r\n float nom = a2;\r\n float denom = (NdotH2 * (a2 - 1.0) + 1.0);\r\n denom = PI * denom * denom;\r\n\r\n return nom \/ denom;\r\n}\r\n\/\/ ----------------------------------------------------------------------------\r\nfloat GeometrySchlickGGX(float NdotV, float roughness)\r\n{\r\n float r = (roughness + 1.0);\r\n float k = (r*r) \/ 8.0;\r\n\r\n float nom = NdotV;\r\n float denom = NdotV * (1.0 - k) + k;\r\n\r\n return nom \/ denom;\r\n}\r\n\/\/ ----------------------------------------------------------------------------\r\nfloat GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)\r\n{\r\n float NdotV = max(dot(N, V), 0.0);\r\n float NdotL = max(dot(N, L), 0.0);\r\n float ggx2 = GeometrySchlickGGX(NdotV, roughness);\r\n float ggx1 = GeometrySchlickGGX(NdotL, roughness);\r\n\r\n return ggx1 * ggx2;\r\n}\r\n\/\/ ----------------------------------------------------------------------------\r\nvec3 fresnelSchlick(float cosTheta, vec3 F0)\r\n{\r\n return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);\r\n}\r\n\/\/ ----------------------------------------------------------------------------\r\nvoid main()\r\n{\r\n vec3 albedo = pow(texture(uAlbedo, vTexCoord).rgb, vec3(2.2));\r\n float metallic = texture(uMetallicMap, vTexCoord).r;\r\n float roughness = texture(uRoughnessMap, vTexCoord).r;\r\n\r\n vec3 N = getvNormalFromMap();\r\n vec3 V = normalize(uCamPos - vWorldPos);\r\n\r\n \/\/ calculate reflectance at normal incidence; if dia-electric (like plastic) use F0\r\n \/\/ of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)\r\n vec3 F0 = vec3(0.04);\r\n F0 = mix(F0, albedo, metallic);\r\n\r\n \/\/ calculate per-light radiance\r\n vec3 L = normalize(-uLightDir);\r\n vec3 H = normalize(V + L);\r\n vec3 radiance = uLightColor;\r\n\r\n \/\/ Cook-Torrance BRDF\r\n float NDF = DistributionGGX(N, H, roughness);\r\n float G = GeometrySmith(N, V, L, roughness);\r\n vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);\r\n\r\n vec3 nominator = NDF * G * F;\r\n float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; \/\/ 0.001 to prevent divide by zero.\r\n vec3 specular = nominator \/ denominator;\r\n\r\n \/\/ kS is equal to Fresnel\r\n vec3 kS = F;\r\n \/\/ for energy conservation, the diffuse and specular light can't\r\n \/\/ be above 1.0 (unless the surface emits light); to preserve this\r\n \/\/ relationship the diffuse component (kD) should equal 1.0 - kS.\r\n vec3 kD = vec3(1.0) - kS;\r\n \/\/ multiply kD by the inverse metalness such that only non-metals\r\n \/\/ have diffuse lighting, or a linear blend if partly metal (pure metals\r\n \/\/ have no diffuse light).\r\n kD *= 1.0 - metallic;\r\n\r\n \/\/ scale light by NdotL\r\n float NdotL = max(dot(N, L), 0.0);\r\n\r\n \/\/ add to outgoing radiance Lo\r\n vec3 Lo = (kD * albedo \/ PI + specular) * radiance * NdotL; \/\/ note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again\r\n\r\n \/\/ ambient lighting (note that the next IBL tutorial will replace\r\n \/\/ this ambient lighting with environment lighting).\r\n vec3 ambient = vec3(0.03) * albedo;\r\n\r\n vec3 color = ambient + Lo;\r\n\r\n \/\/ HDR tonemapping\r\n color = color \/ (color + vec3(1.0));\r\n \/\/ gamma correct\r\n color = pow(color, vec3(1.0\/2.2));\r\n\r\n outColor = vec4(color, 1.0);\r\n}\r\n","avg_line_length":34.8,"max_line_length":162,"alphanum_fraction":0.5786761792} {"size":801,"ext":"glsl","lang":"GLSL","max_stars_count":2583.0,"content":"uniform mat4 U; \/\/ Undistortion\nuniform float maxRadSq;\n\n\/\/ GoogleVR Distortion using Vertex Displacement\nfloat distortionFactor(const float rSquared) {\n\tfloat ret = 0.0;\n\tret = rSquared * (ret + U[1][1]);\n\tret = rSquared * (ret + U[0][1]);\n\tret = rSquared * (ret + U[3][0]);\n\tret = rSquared * (ret + U[2][0]);\n\tret = rSquared * (ret + U[1][0]);\n\tret = rSquared * (ret + U[0][0]);\n\treturn ret + 1.0;\n}\n\/\/ Convert point from world space to undistorted camera space\nvec4 undistort(const mat4 WV, vec4 pos) {\n\t\/\/ Go to camera space\n\tpos = WV * pos;\n\tconst float nearClip = 0.1;\n\tif (pos.z <= -nearClip) { \/\/ Reminder: Forward is -Z\n\t\t\/\/ Undistort the point's coordinates in XY\n\t\tfloat r2 = clamp(dot(pos.xy, pos.xy) \/ (pos.z * pos.z), 0.0, maxRadSq);\n\t\tpos.xy *= distortionFactor(r2);\n\t}\n\treturn pos;\n}\n","avg_line_length":29.6666666667,"max_line_length":73,"alphanum_fraction":0.6379525593} {"size":7901,"ext":"frag","lang":"GLSL","max_stars_count":2.0,"content":"\/*\n * Copyright (c) 2018-2019 Confetti Interactive Inc.\n * \n * This file is part of The-Forge\n * (see https:\/\/github.com\/ConfettiFX\/The-Forge).\n * \n * Licensed to the Apache Software Foundation (ASF) under one\n * or more contributor license agreements. See the NOTICE file\n * distributed with this work for additional information\n * regarding copyright ownership. The ASF licenses this file\n * to you under the Apache License, Version 2.0 (the\n * \"License\"); you may not use this file except in compliance\n * with the License. You may obtain a copy of the License at\n * \n * http:\/\/www.apache.org\/licenses\/LICENSE-2.0\n * \n * Unless required by applicable law or agreed to in writing,\n * software distributed under the License is distributed on an\n * \"AS IS\" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\n * KIND, either express or implied. See the License for the\n * specific language governing permissions and limitations\n * under the License.\n*\/\n\n#define SHORT_CUT_MIN_ALPHA 0.02f\n#define PI 3.1415926\n\nstruct Light\n{\n\tfloat4 Position;\n\tfloat4 Color;\n\tfloat Radius;\n\tfloat Intensity;\n\tfloat Padding;\n\tfloat Padding2;\n};\n\ncbuffer cbCamera : register(b0)\n{\n\tfloat4x4 CamVPMatrix;\n\tfloat4x4 CamInvVPMatrix;\n\tfloat3 CamPos;\n}\n\ncbuffer cbHair : register(b2)\n{\n\tfloat4 Viewport;\n\tuint BaseColor;\n\tfloat Kd;\n\tfloat Ks1;\n\tfloat Ex1;\n\tfloat Ks2;\n\tfloat Ex2;\n\tfloat FiberRadius;\n\tuint NumVerticesPerStrand;\n}\n\ncbuffer cbLights : register(b3)\n{\n\tLight Lights[16];\n\tint NumLights;\n}\n\nstruct VSOutput\n{\n\tfloat4 Position : SV_POSITION;\n\tfloat4 Tangent : TANGENT;\n\tfloat4 P0P1 : POINT;\n\tfloat4 StrandColor : COLOR;\n};\n\nstruct VSOutputFullscreen\n{\n\tfloat4 Position : SV_POSITION;\n\tfloat2 UV : TEXCOORD;\n};\n\nfloat3 ScreenPosToNDC(float3 screenPos, float4 viewport)\n{\n\tfloat2 xy = screenPos.xy;\n\n\t\/\/ add viewport offset.\n\txy += viewport.xy;\n\n\t\/\/ scale by viewport to put in 0 to 1\n\txy \/= viewport.zw;\n\n\t\/\/ shift and scale to put in -1 to 1. y is also being flipped.\n\txy.x = (2 * xy.x) - 1;\n\txy.y = 1 - (2 * xy.y);\n\n\treturn float3(xy, screenPos.z);\n}\n\nfloat ComputeCoverage(float2 p0, float2 p1, float2 pixelLoc, float2 winSize)\n{\n\t\/\/ p0, p1, pixelLoc are in d3d clip space (-1 to 1)x(-1 to 1)\n\n\t\/\/ Scale positions so 1.f = half pixel width\n\tp0 *= winSize;\n\tp1 *= winSize;\n\tpixelLoc *= winSize;\n\n\tfloat p0dist = length(p0 - pixelLoc);\n\tfloat p1dist = length(p1 - pixelLoc);\n\tfloat hairWidth = length(p0 - p1);\n\n\t\/\/ will be 1.f if pixel outside hair, 0.f if pixel inside hair\n\tfloat outside = any(float2(step(hairWidth, p0dist), step(hairWidth, p1dist)));\n\n\t\/\/ if outside, set sign to -1, else set sign to 1\n\tfloat sign = outside > 0.f ? -1.f : 1.f;\n\n\t\/\/ signed distance (positive if inside hair, negative if outside hair)\n\tfloat relDist = sign * saturate(min(p0dist, p1dist));\n\n\t\/\/ returns coverage based on the relative distance\n\t\/\/ 0, if completely outside hair edge\n\t\/\/ 1, if completely inside hair edge\n\treturn (relDist + 1.f) * 0.5f;\n}\n\nfloat3 ComputeDiffuseSpecularFactors(float3 eyeDir, float3 lightDir, float3 tangentDir)\n{\n\tfloat coneAngleRadians = 10.0f * PI \/ 180.0f;\n\n\t\/\/ Kajiya's model\n\tfloat cosTL = dot(tangentDir, lightDir);\n\tfloat sinTL = sqrt(1.0f - cosTL * cosTL);\n\tfloat diffuse = sinTL;\n\n\tfloat cosTRL = -cosTL;\n\tfloat sinTRL = sinTL;\n\tfloat cosTE = dot(tangentDir, eyeDir);\n\tfloat sinTE = sqrt(1.0f - cosTE * cosTE);\n\n\t\/\/ Primary highlight\n\tfloat primaryCosTRL = cosTRL * cos(2.0f * coneAngleRadians) - sinTRL * sin(2.0f * coneAngleRadians);\n\tfloat primarySinTRL = sqrt(1.0f - primaryCosTRL * primaryCosTRL);\n\tfloat primarySpecular = max(0.0f, primaryCosTRL * cosTE + primarySinTRL * sinTE);\n\n\t\/\/ Secundary highlight\n\tfloat secundaryCosTRL = cosTRL * cos(-3.0f * coneAngleRadians) - sinTRL * sin(-3.0f * coneAngleRadians);\n\tfloat secundarySinTRL = sqrt(1.0f - secundaryCosTRL * secundaryCosTRL);\n\tfloat secundarySpecular = max(0.0f, secundaryCosTRL * cosTE + secundarySinTRL * sinTE);\n\n\treturn float3(Kd * diffuse, Ks1 * pow(primarySpecular, Ex1), Ks2 * pow(secundarySpecular, Ex2));\n}\n\nfloat3 HairShading(float3 worldPos, float3 eyeDir, float3 tangent, float3 baseColor)\n{\n\tfloat3 color = 0.0f;\n\t\n\tfor (int i = 0; i < NumLights; ++i)\n\t{\n\t\tLight l = Lights[i];\n\n\t\tfloat3 lightVec = worldPos - l.Position.xyz;\n\t\tfloat3 lightDir = normalize(lightVec);\n\t\tfloat distance = length(lightVec);\n\n\t\tfloat distanceByRadius = 1.0f - pow((distance \/ l.Radius), 4);\n\t\tfloat clamped = pow(saturate(distanceByRadius), 2.0f);\n\t\tfloat attenuation = clamped \/ (distance * distance + 1.0f);\n\t\tfloat intensity = l.Intensity * attenuation;\n\t\tfloat3 attenulatedColor = intensity * l.Color.rgb;\n\n\t\tfloat3 reflection = ComputeDiffuseSpecularFactors(eyeDir, lightDir, tangent);\n\n\t\tfloat3 reflectedLight = reflection.x * attenulatedColor * baseColor;\n\t\treflectedLight += reflection.y * attenulatedColor;\n\t\treflectedLight += reflection.z * attenulatedColor;\n\n\t\tcolor += max(0.0f, reflectedLight);\n\t}\n\n\treturn color;\n}\n\n#ifdef SHORT_CUT_CLEAR\nRWTexture2DArray DepthsTexture : register(u0);\n\nvoid main(VSOutputFullscreen input)\n{\n\tDepthsTexture[uint3(input.Position.xy, 0)] = asuint(1.0f);\n\tDepthsTexture[uint3(input.Position.xy, 1)] = asuint(1.0f);\n\tDepthsTexture[uint3(input.Position.xy, 2)] = asuint(1.0f);\n}\n\n#elif defined(SHORT_CUT_DEPTH_PEELING)\nRWTexture2DArray DepthsTexture : register(u0);\n\n[earlydepthstencil]\nfloat main(VSOutput input) : SV_TARGET\n{\n\tfloat3 NDC = ScreenPosToNDC(input.Position.xyz, Viewport);\n\tfloat coverage = ComputeCoverage(input.P0P1.xy, input.P0P1.zw, NDC.xy, Viewport.zw);\n\tclip(coverage);\n\tfloat alpha = coverage * input.StrandColor.a;\n\tclip(alpha - (1.0f \/ 255.0f));\n\n\tif (alpha < SHORT_CUT_MIN_ALPHA)\n\t\treturn 1.0f;\n\n\tuint depth = asuint(input.Position.z);\n\tuint prevDepths[3];\n\n\tInterlockedMin(DepthsTexture[uint3(input.Position.xy, 0)], depth, prevDepths[0]);\n\tdepth = (alpha > 0.98f) ? depth : max(depth, prevDepths[0]);\n\tInterlockedMin(DepthsTexture[uint3(input.Position.xy, 1)], depth, prevDepths[1]);\n\tdepth = (alpha > 0.98f) ? depth : max(depth, prevDepths[1]);\n\tInterlockedMin(DepthsTexture[uint3(input.Position.xy, 2)], depth, prevDepths[2]);\n\n\treturn 1.0f - alpha;\n}\n\n#elif defined(SHORT_CUT_RESOLVE_DEPTH)\nTexture2DArray DepthsTexture : register(t4);\n\nfloat main(VSOutputFullscreen input) : SV_DEPTH\n{\n\treturn asfloat(DepthsTexture[uint3(input.Position.xy, 2)]);\n}\n\n#elif defined(SHORT_CUT_FILL_COLOR)\n[earlydepthstencil]\nfloat4 main(VSOutput input) : SV_TARGET\n{\n\tfloat3 NDC = ScreenPosToNDC(input.Position.xyz, Viewport);\n\tfloat coverage = ComputeCoverage(input.P0P1.xy, input.P0P1.zw, NDC.xy, Viewport.zw);\n\tclip(coverage);\n\tfloat alpha = coverage * input.StrandColor.a;\n\tclip(alpha - (1.0f \/ 255.0f));\n\n\tif (alpha < SHORT_CUT_MIN_ALPHA)\n\t\treturn 0.0f;\n\n\tfloat4 worldPos = mul(CamInvVPMatrix, float4(NDC, 1.0f));\n\tworldPos.xyz \/= worldPos.w;\n\tfloat3 eyeDir = normalize(worldPos - CamPos);\n\n\tfloat3 color = HairShading(worldPos, -eyeDir, normalize(input.Tangent.xyz), input.StrandColor.rgb);\n\n\treturn float4(color.rgb * alpha, alpha);\n}\n\n#elif defined(SHORT_CUT_RESOLVE_COLOR)\nTexture2D ColorsTexture : register(t5);\nTexture2D InvAlphaTexture : register(t6);\n\n[earlydepthstencil]\nfloat4 main(VSOutputFullscreen input) : SV_TARGET\n{\n\tfloat invAlpha = InvAlphaTexture[uint2(input.Position.xy)];\n\tfloat alpha = 1.0f - invAlpha;\n\n\tif (alpha < SHORT_CUT_MIN_ALPHA)\n\t\treturn float4(0, 0, 0, 1);\n\n\tfloat4 color = ColorsTexture[uint2(input.Position.xy)];\n\tcolor.xyz \/= color.w;\n\tcolor.xyz *= alpha;\n\tcolor.w = invAlpha;\n\n\treturn color;\n}\n\n#else\nfloat4 main(VSOutput input) : SV_TARGET\n{\n\tfloat3 NDC = ScreenPosToNDC(input.Position.xyz, Viewport);\n\tfloat3 worldPos = mul(CamInvVPMatrix, float4(NDC, 1.0f));\n\n\tfloat coverage = ComputeCoverage(input.P0P1.xy, input.P0P1.zw, NDC.xy, Viewport.zw);\n\tclip(coverage);\n\tfloat alpha = coverage * input.StrandColor.a;\n\tclip(alpha - (1.0f \/ 255.0f));\n\n\treturn float4(input.StrandColor.xyz, alpha);\n}\n#endif","avg_line_length":28.1174377224,"max_line_length":105,"alphanum_fraction":0.7252246551} {"size":66076,"ext":"shader","lang":"GLSL","max_stars_count":null,"content":"Shader \"Hidden\/lilToonGem\"\n{\n Properties\n {\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Base\n [lilToggle] _Invisible (\"Invisible\", Int) = 0\n _AsUnlit (\"As Unlit\", Range(0, 1)) = 0\n _Cutoff (\"Alpha Cutoff\", Range(-0.001,1.001)) = 0.5\n _SubpassCutoff (\"Subpass Alpha Cutoff\", Range(0,1)) = 0.5\n [lilToggle] _FlipNormal (\"Flip Backface Normal\", Int) = 0\n [lilToggle] _ShiftBackfaceUV (\"Shift Backface UV\", Int) = 0\n _BackfaceForceShadow (\"Backface Force Shadow\", Range(0,1)) = 0\n _VertexLightStrength (\"Vertex Light Strength\", Range(0,1)) = 0\n _LightMinLimit (\"Light Min Limit\", Range(0,1)) = 0.05\n _LightMaxLimit (\"Light Max Limit\", Range(0,10)) = 1\n _BeforeExposureLimit (\"Before Exposure Limit\", Float) = 10000\n _MonochromeLighting (\"Monochrome lighting\", Range(0,1)) = 0\n _AlphaBoostFA (\"Alpha Boost\", Range(1,100)) = 10\n _lilDirectionalLightStrength (\"Directional Light Strength\", Range(0,1)) = 1\n [lilVec3B] _LightDirectionOverride (\"Light Direction Override\", Vector) = (0,0.001,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Main\n [lilHDR] _Color (\"Color\", Color) = (1,1,1,1)\n _MainTex (\"Texture\", 2D) = \"white\" {}\n [lilUVAnim] _MainTex_ScrollRotate (\"Angle|UV Animation|Scroll|Rotate\", Vector) = (0,0,0,0)\n [lilHSVG] _MainTexHSVG (\"Hue|Saturation|Value|Gamma\", Vector) = (0,1,1,1)\n _MainGradationStrength (\"Gradation Strength\", Range(0, 1)) = 0\n [NoScaleOffset] _MainGradationTex (\"Gradation Map\", 2D) = \"white\" {}\n [NoScaleOffset] _MainColorAdjustMask (\"Adjust Mask\", 2D) = \"white\" {}\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Main2nd\n [lilToggleLeft] _UseMain2ndTex (\"Use Main 2nd\", Int) = 0\n [lilHDR] _Color2nd (\"Color\", Color) = (1,1,1,1)\n _Main2ndTex (\"Texture\", 2D) = \"white\" {}\n [lilAngle] _Main2ndTexAngle (\"Angle\", Float) = 0\n [lilDecalAnim] _Main2ndTexDecalAnimation (\"Animation|X Size|Y Size|Frames|FPS\", Vector) = (1,1,1,30)\n [lilDecalSub] _Main2ndTexDecalSubParam (\"Ratio X|Ratio Y|Fix Border\", Vector) = (1,1,0,1)\n [lilToggle] _Main2ndTexIsDecal (\"As Decal\", Int) = 0\n [lilToggle] _Main2ndTexIsLeftOnly (\"Left Only\", Int) = 0\n [lilToggle] _Main2ndTexIsRightOnly (\"Right Only\", Int) = 0\n [lilToggle] _Main2ndTexShouldCopy (\"Copy\", Int) = 0\n [lilToggle] _Main2ndTexShouldFlipMirror (\"Flip Mirror\", Int) = 0\n [lilToggle] _Main2ndTexShouldFlipCopy (\"Flip Copy\", Int) = 0\n [lilToggle] _Main2ndTexIsMSDF (\"As MSDF\", Int) = 0\n [NoScaleOffset] _Main2ndBlendMask (\"Mask\", 2D) = \"white\" {}\n [lilEnum] _Main2ndTexBlendMode (\"Blend Mode|Normal|Add|Screen|Multiply\", Int) = 0\n _Main2ndEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n _Main2ndDissolveMask (\"Dissolve Mask\", 2D) = \"white\" {}\n _Main2ndDissolveNoiseMask (\"Dissolve Noise Mask\", 2D) = \"gray\" {}\n [lilUVAnim] _Main2ndDissolveNoiseMask_ScrollRotate (\"Scroll\", Vector) = (0,0,0,0)\n _Main2ndDissolveNoiseStrength (\"Dissolve Noise Strength\", float) = 0.1\n [lilHDR] _Main2ndDissolveColor (\"Dissolve Color\", Color) = (1,1,1,1)\n [lilDissolve] _Main2ndDissolveParams (\"Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur\", Vector) = (0,0,0.5,0.1)\n [lilDissolveP] _Main2ndDissolvePos (\"Dissolve Position\", Vector) = (0,0,0,0)\n [lilFFFB] _Main2ndDistanceFade (\"Start|End|Strength|Fix backface\", Vector) = (0.1,0.01,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Main3rd\n [lilToggleLeft] _UseMain3rdTex (\"Use Main 3rd\", Int) = 0\n [lilHDR] _Color3rd (\"Color\", Color) = (1,1,1,1)\n _Main3rdTex (\"Texture\", 2D) = \"white\" {}\n [lilAngle] _Main3rdTexAngle (\"Angle\", Float) = 0\n [lilDecalAnim] _Main3rdTexDecalAnimation (\"Animation|X Size|Y Size|Frames|FPS\", Vector) = (1,1,1,30)\n [lilDecalSub] _Main3rdTexDecalSubParam (\"Ratio X|Ratio Y|Fix Border\", Vector) = (1,1,0,1)\n [lilToggle] _Main3rdTexIsDecal (\"As Decal\", Int) = 0\n [lilToggle] _Main3rdTexIsLeftOnly (\"Left Only\", Int) = 0\n [lilToggle] _Main3rdTexIsRightOnly (\"Right Only\", Int) = 0\n [lilToggle] _Main3rdTexShouldCopy (\"Copy\", Int) = 0\n [lilToggle] _Main3rdTexShouldFlipMirror (\"Flip Mirror\", Int) = 0\n [lilToggle] _Main3rdTexShouldFlipCopy (\"Flip Copy\", Int) = 0\n [lilToggle] _Main3rdTexIsMSDF (\"As MSDF\", Int) = 0\n [NoScaleOffset] _Main3rdBlendMask (\"Mask\", 2D) = \"white\" {}\n [lilEnum] _Main3rdTexBlendMode (\"Blend Mode|Normal|Add|Screen|Multiply\", Int) = 0\n _Main3rdEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n _Main3rdDissolveMask (\"Dissolve Mask\", 2D) = \"white\" {}\n _Main3rdDissolveNoiseMask (\"Dissolve Noise Mask\", 2D) = \"gray\" {}\n [lilUVAnim] _Main3rdDissolveNoiseMask_ScrollRotate (\"Scroll\", Vector) = (0,0,0,0)\n _Main3rdDissolveNoiseStrength (\"Dissolve Noise Strength\", float) = 0.1\n [lilHDR] _Main3rdDissolveColor (\"Dissolve Color\", Color) = (1,1,1,1)\n [lilDissolve] _Main3rdDissolveParams (\"Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur\", Vector) = (0,0,0.5,0.1)\n [lilDissolveP] _Main3rdDissolvePos (\"Dissolve Position\", Vector) = (0,0,0,0)\n [lilFFFB] _Main3rdDistanceFade (\"Start|End|Strength|Fix backface\", Vector) = (0.1,0.01,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Alpha Mask\n [lilEnumLabel] _AlphaMaskMode (\"AlphaMask|\", Int) = 0\n [NoScaleOffset] _AlphaMask (\"AlphaMask\", 2D) = \"white\" {}\n _AlphaMaskScale (\"Scale\", Float) = 1\n _AlphaMaskValue (\"Offset\", Float) = 0\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ NormalMap\n [lilToggleLeft] _UseBumpMap (\"Use Normal Map\", Int) = 0\n [Normal] _BumpMap (\"Normal Map\", 2D) = \"bump\" {}\n _BumpScale (\"Scale\", Range(-10,10)) = 1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ NormalMap 2nd\n [lilToggleLeft] _UseBump2ndMap (\"Use Normal Map 2nd\", Int) = 0\n [Normal] _Bump2ndMap (\"Normal Map\", 2D) = \"bump\" {}\n _Bump2ndScale (\"Scale\", Range(-10,10)) = 1\n [NoScaleOffset] _Bump2ndScaleMask (\"Mask\", 2D) = \"white\" {}\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Anisotropy\n [lilToggleLeft] _UseAnisotropy (\"Use Anisotropy\", Int) = 0\n [Normal] _AnisotropyTangentMap (\"Tangent Map\", 2D) = \"bump\" {}\n _AnisotropyScale (\"Scale\", Range(-1,1)) = 1\n [NoScaleOffset] _AnisotropyScaleMask (\"Scale Mask\", 2D) = \"white\" {}\n _AnisotropyTangentWidth (\"Tangent Width\", Range(0,10)) = 1\n _AnisotropyBitangentWidth (\"Bitangent Width\", Range(0,10)) = 1\n _AnisotropyShift (\"Shift\", Range(-10,10)) = 0\n _AnisotropyShiftNoiseScale (\"Shift Noise Scale\", Range(-1,1)) = 0\n _AnisotropySpecularStrength (\"Specular Strength\", Range(0,10)) = 1\n _Anisotropy2ndTangentWidth (\"2nd Tangent Width\", Range(0,10)) = 1\n _Anisotropy2ndBitangentWidth (\"2nd Bitangent Width\", Range(0,10)) = 1\n _Anisotropy2ndShift (\"2nd Shift\", Range(-10,10)) = 0\n _Anisotropy2ndShiftNoiseScale (\"2nd Shift Noise Scale\", Range(-1,1)) = 0\n _Anisotropy2ndSpecularStrength (\"2nd Specular Strength\", Range(0,10)) = 0\n _AnisotropyShiftNoiseMask (\"Shift Noise Mask\", 2D) = \"white\" {}\n [lilToggle] _Anisotropy2Reflection (\"Reflection\", Int) = 0\n [lilToggle] _Anisotropy2MatCap (\"MatCap\", Int) = 0\n [lilToggle] _Anisotropy2MatCap2nd (\"MatCap 2nd\", Int) = 0\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Shadow\n [lilToggleLeft] _UseShadow (\"Use Shadow\", Int) = 0\n [lilToggle] _ShadowReceive (\"Receive Shadow\", Int) = 0\n _ShadowStrength (\"Strength\", Range(0, 1)) = 1\n [NoScaleOffset] _ShadowStrengthMask (\"Strength\", 2D) = \"white\" {}\n [NoScaleOffset] _ShadowBorderMask (\"Border\", 2D) = \"white\" {}\n [NoScaleOffset] _ShadowBlurMask (\"Blur\", 2D) = \"white\" {}\n [lilFFFF] _ShadowAOShift (\"1st Scale|1st Offset|2nd Scale|2nd Offset\", Vector) = (1,0,1,0)\n [lilFF] _ShadowAOShift2 (\"3rd Scale|3rd Offset\", Vector) = (1,0,1,0)\n _ShadowColor (\"Shadow Color\", Color) = (0.7,0.75,0.85,1.0)\n [NoScaleOffset] _ShadowColorTex (\"Shadow Color\", 2D) = \"black\" {}\n _ShadowNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n _ShadowBorder (\"Border\", Range(0, 1)) = 0.5\n _ShadowBlur (\"Blur\", Range(0, 1)) = 0.1\n _Shadow2ndColor (\"2nd Color\", Color) = (0,0,0,0)\n [NoScaleOffset] _Shadow2ndColorTex (\"2nd Color\", 2D) = \"black\" {}\n _Shadow2ndNormalStrength (\"2nd Normal Strength\", Range(0, 1)) = 1.0\n _Shadow2ndBorder (\"2nd Border\", Range(0, 1)) = 0.5\n _Shadow2ndBlur (\"2nd Blur\", Range(0, 1)) = 0.3\n _Shadow3rdColor (\"3rd Color\", Color) = (0,0,0,0)\n [NoScaleOffset] _Shadow3rdColorTex (\"3rd Color\", 2D) = \"black\" {}\n _Shadow3rdNormalStrength (\"3rd Normal Strength\", Range(0, 1)) = 1.0\n _Shadow3rdBorder (\"3rd Border\", Range(0, 1)) = 0.25\n _Shadow3rdBlur (\"3rd Blur\", Range(0, 1)) = 0.1\n _ShadowBorderColor (\"Border Color\", Color) = (1,0,0,1)\n _ShadowBorderRange (\"Border Range\", Range(0, 1)) = 0\n _ShadowMainStrength (\"Contrast\", Range(0, 1)) = 1\n _ShadowEnvStrength (\"Environment Strength\", Range(0, 1)) = 0\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Reflection\n [lilToggleLeft] _UseReflection (\"Use Reflection\", Int) = 0\n \/\/ Smoothness\n _Smoothness (\"Smoothness\", Range(0, 1)) = 1\n [NoScaleOffset] _SmoothnessTex (\"Smoothness\", 2D) = \"white\" {}\n \/\/ Metallic\n [Gamma] _Metallic (\"Metallic\", Range(0, 1)) = 0\n [NoScaleOffset] _MetallicGlossMap (\"Metallic\", 2D) = \"white\" {}\n \/\/ Reflectance\n [Gamma] _Reflectance (\"Reflectance\", Range(0, 1)) = 0.04\n \/\/ Reflection\n [lilToggle] _ApplySpecular (\"Apply Specular\", Int) = 1\n [lilToggle] _ApplySpecularFA (\"Apply Specular in ForwardAdd\", Int) = 1\n [lilToggle] _SpecularToon (\"Specular Toon\", Int) = 1\n _SpecularNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n _SpecularBorder (\"Border\", Range(0, 1)) = 0.5\n _SpecularBlur (\"Blur\", Range(0, 1)) = 0.0\n [lilToggle] _ApplyReflection (\"Apply Reflection\", Int) = 0\n _ReflectionNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n [lilHDR] _ReflectionColor (\"Color\", Color) = (1,1,1,1)\n [NoScaleOffset] _ReflectionColorTex (\"Color\", 2D) = \"white\" {}\n [lilToggle] _ReflectionApplyTransparency (\"Apply Transparency\", Int) = 1\n [NoScaleOffset] _ReflectionCubeTex (\"Cubemap Fallback\", Cube) = \"black\" {}\n [lilHDR] _ReflectionCubeColor (\"Color\", Color) = (0,0,0,1)\n [lilToggle] _ReflectionCubeOverride (\"Override\", Int) = 0\n _ReflectionCubeEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ MatCap\n [lilToggleLeft] _UseMatCap (\"Use MatCap\", Int) = 0\n [lilHDR] _MatCapColor (\"Color\", Color) = (1,1,1,1)\n _MatCapTex (\"Texture\", 2D) = \"white\" {}\n [lilVec2R] _MatCapBlendUV1 (\"Blend UV1\", Vector) = (0,0,0,0)\n [lilToggle] _MatCapZRotCancel (\"Z-axis rotation cancellation\", Int) = 1\n [lilToggle] _MatCapPerspective (\"Fix Perspective\", Int) = 1\n _MatCapVRParallaxStrength (\"VR Parallax Strength\", Range(0, 1)) = 1\n _MatCapBlend (\"Blend\", Range(0, 1)) = 1\n [NoScaleOffset] _MatCapBlendMask (\"Mask\", 2D) = \"white\" {}\n _MatCapEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n _MatCapShadowMask (\"Shadow Mask\", Range(0, 1)) = 0\n [lilToggle] _MatCapBackfaceMask (\"Backface Mask\", Int) = 0\n _MatCapLod (\"Blur\", Range(0, 10)) = 0\n [lilEnum] _MatCapBlendMode (\"Blend Mode|Normal|Add|Screen|Multiply\", Int) = 1\n [lilToggle] _MatCapApplyTransparency (\"Apply Transparency\", Int) = 1\n _MatCapNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n [lilToggle] _MatCapCustomNormal (\"MatCap Custom Normal Map\", Int) = 0\n [Normal] _MatCapBumpMap (\"Normal Map\", 2D) = \"bump\" {}\n _MatCapBumpScale (\"Scale\", Range(-10,10)) = 1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ MatCap 2nd\n [lilToggleLeft] _UseMatCap2nd (\"Use MatCap 2nd\", Int) = 0\n [lilHDR] _MatCap2ndColor (\"Color\", Color) = (1,1,1,1)\n _MatCap2ndTex (\"Texture\", 2D) = \"white\" {}\n [lilVec2R] _MatCap2ndBlendUV1 (\"Blend UV1\", Vector) = (0,0,0,0)\n [lilToggle] _MatCap2ndZRotCancel (\"Z-axis rotation cancellation\", Int) = 1\n [lilToggle] _MatCap2ndPerspective (\"Fix Perspective\", Int) = 1\n _MatCap2ndVRParallaxStrength (\"VR Parallax Strength\", Range(0, 1)) = 1\n _MatCap2ndBlend (\"Blend\", Range(0, 1)) = 1\n [NoScaleOffset] _MatCap2ndBlendMask (\"Mask\", 2D) = \"white\" {}\n _MatCap2ndEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n _MatCap2ndShadowMask (\"Shadow Mask\", Range(0, 1)) = 0\n [lilToggle] _MatCap2ndBackfaceMask (\"Backface Mask\", Int) = 0\n _MatCap2ndLod (\"Blur\", Range(0, 10)) = 0\n [lilEnum] _MatCap2ndBlendMode (\"Blend Mode|Normal|Add|Screen|Multiply\", Int) = 1\n [lilToggle] _MatCap2ndApplyTransparency (\"Apply Transparency\", Int) = 1\n _MatCap2ndNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n [lilToggle] _MatCap2ndCustomNormal (\"MatCap Custom Normal Map\", Int) = 0\n [Normal] _MatCap2ndBumpMap (\"Normal Map\", 2D) = \"bump\" {}\n _MatCap2ndBumpScale (\"Scale\", Range(-10,10)) = 1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Rim\n [lilToggleLeft] _UseRim (\"Use Rim\", Int) = 0\n [lilHDR] _RimColor (\"Color\", Color) = (1,1,1,1)\n [NoScaleOffset] _RimColorTex (\"Texture\", 2D) = \"white\" {}\n _RimNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n _RimBorder (\"Border\", Range(0, 1)) = 0.5\n _RimBlur (\"Blur\", Range(0, 1)) = 0.1\n [PowerSlider(3.0)]_RimFresnelPower (\"Fresnel Power\", Range(0.01, 50)) = 3.0\n _RimEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n _RimShadowMask (\"Shadow Mask\", Range(0, 1)) = 0\n [lilToggle] _RimBackfaceMask (\"Backface Mask\", Int) = 0\n _RimVRParallaxStrength (\"VR Parallax Strength\", Range(0, 1)) = 1\n [lilToggle] _RimApplyTransparency (\"Apply Transparency\", Int) = 1\n _RimDirStrength (\"Light direction strength\", Range(0, 1)) = 0\n _RimDirRange (\"Direction range\", Range(-1, 1)) = 0\n _RimIndirRange (\"Indirection range\", Range(-1, 1)) = 0\n [lilHDR] _RimIndirColor (\"Indirection Color\", Color) = (1,1,1,1)\n _RimIndirBorder (\"Indirection Border\", Range(0, 1)) = 0.5\n _RimIndirBlur (\"Indirection Blur\", Range(0, 1)) = 0.1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Glitter\n [lilToggleLeft] _UseGlitter (\"Use Glitter\", Int) = 0\n [lilEnum] _GlitterUVMode (\"UV Mode|UV0|UV1\", Int) = 0\n [lilHDR] _GlitterColor (\"Color\", Color) = (1,1,1,1)\n _GlitterColorTex (\"Texture\", 2D) = \"white\" {}\n _GlitterMainStrength (\"Main Color Strength\", Range(0, 1)) = 0\n _GlitterNormalStrength (\"Normal Strength\", Range(0, 1)) = 1.0\n [lilGlitParam1] _GlitterParams1 (\"Tiling|Particle Size|Contrast\", Vector) = (256,256,0.16,50)\n [lilGlitParam2] _GlitterParams2 (\"Blink Speed|Angle|Blend Light Direction|Color Randomness\", Vector) = (0.25,0,0,0)\n _GlitterEnableLighting (\"Enable Lighting\", Range(0, 1)) = 1\n _GlitterShadowMask (\"Shadow Mask\", Range(0, 1)) = 0\n [lilToggle] _GlitterBackfaceMask (\"Backface Mask\", Int) = 0\n [lilToggle] _GlitterApplyTransparency (\"Apply Transparency\", Int) = 1\n _GlitterVRParallaxStrength (\"VR Parallax Strength\", Range(0, 1)) = 1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Emmision\n [lilToggleLeft] _UseEmission (\"Use Emission\", Int) = 0\n [HDR][lilHDR] _EmissionColor (\"Color\", Color) = (1,1,1,1)\n _EmissionMap (\"Texture\", 2D) = \"white\" {}\n [lilUVAnim] _EmissionMap_ScrollRotate (\"Angle|UV Animation|Scroll|Rotate\", Vector) = (0,0,0,0)\n [lilEnum] _EmissionMap_UVMode (\"UV Mode|UV0|UV1|UV2|UV3|Rim\", Int) = 0\n _EmissionBlend (\"Blend\", Range(0,1)) = 1\n _EmissionBlendMask (\"Mask\", 2D) = \"white\" {}\n [lilUVAnim] _EmissionBlendMask_ScrollRotate (\"Angle|UV Animation|Scroll|Rotate\", Vector) = (0,0,0,0)\n [lilBlink] _EmissionBlink (\"Blink Strength|Blink Type|Blink Speed|Blink Offset\", Vector) = (0,0,3.141593,0)\n [lilToggle] _EmissionUseGrad (\"Use Gradation\", Int) = 0\n [NoScaleOffset] _EmissionGradTex (\"Gradation Texture\", 2D) = \"white\" {}\n _EmissionGradSpeed (\"Gradation Speed\", Float) = 1\n _EmissionParallaxDepth (\"Parallax Depth\", float) = 0\n _EmissionFluorescence (\"Fluorescence\", Range(0,1)) = 0\n \/\/ Gradation\n [HideInInspector] _egci (\"\", Int) = 2\n [HideInInspector] _egai (\"\", Int) = 2\n [HideInInspector] _egc0 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _egc1 (\"\", Color) = (1,1,1,1)\n [HideInInspector] _egc2 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _egc3 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _egc4 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _egc5 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _egc6 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _egc7 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _ega0 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _ega1 (\"\", Color) = (1,0,0,1)\n [HideInInspector] _ega2 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _ega3 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _ega4 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _ega5 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _ega6 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _ega7 (\"\", Color) = (1,0,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Emmision2nd\n [lilToggleLeft] _UseEmission2nd (\"Use Emission 2nd\", Int) = 0\n [HDR][lilHDR] _Emission2ndColor (\"Color\", Color) = (1,1,1,1)\n _Emission2ndMap (\"Texture\", 2D) = \"white\" {}\n [lilUVAnim] _Emission2ndMap_ScrollRotate (\"Angle|UV Animation|Scroll|Rotate\", Vector) = (0,0,0,0)\n [lilEnum] _Emission2ndMap_UVMode (\"UV Mode|UV0|UV1|UV2|UV3|Rim\", Int) = 0\n _Emission2ndBlend (\"Blend\", Range(0,1)) = 1\n _Emission2ndBlendMask (\"Mask\", 2D) = \"white\" {}\n [lilUVAnim] _Emission2ndBlendMask_ScrollRotate (\"Angle|UV Animation|Scroll|Rotate\", Vector) = (0,0,0,0)\n [lilBlink] _Emission2ndBlink (\"Blink Strength|Blink Type|Blink Speed|Blink Offset\", Vector) = (0,0,3.141593,0)\n [lilToggle] _Emission2ndUseGrad (\"Use Gradation\", Int) = 0\n [NoScaleOffset] _Emission2ndGradTex (\"Gradation Texture\", 2D) = \"white\" {}\n _Emission2ndGradSpeed (\"Gradation Speed\", Float) = 1\n _Emission2ndParallaxDepth (\"Parallax Depth\", float) = 0\n _Emission2ndFluorescence (\"Fluorescence\", Range(0,1)) = 0\n \/\/ Gradation\n [HideInInspector] _e2gci (\"\", Int) = 2\n [HideInInspector] _e2gai (\"\", Int) = 2\n [HideInInspector] _e2gc0 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2gc1 (\"\", Color) = (1,1,1,1)\n [HideInInspector] _e2gc2 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2gc3 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2gc4 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2gc5 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2gc6 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2gc7 (\"\", Color) = (1,1,1,0)\n [HideInInspector] _e2ga0 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _e2ga1 (\"\", Color) = (1,0,0,1)\n [HideInInspector] _e2ga2 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _e2ga3 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _e2ga4 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _e2ga5 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _e2ga6 (\"\", Color) = (1,0,0,0)\n [HideInInspector] _e2ga7 (\"\", Color) = (1,0,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Parallax\n [lilToggleLeft] _UseParallax (\"Use Parallax\", Int) = 0\n [NoScaleOffset] _ParallaxMap (\"Parallax Map\", 2D) = \"gray\" {}\n _Parallax (\"Parallax Scale\", float) = 0.02\n _ParallaxOffset (\"Parallax Offset\", float) = 0.5\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Distance Fade\n [lilHDR] _DistanceFadeColor (\"Color\", Color) = (0,0,0,1)\n [lilFFFB] _DistanceFade (\"Start|End|Strength|Fix backface\", Vector) = (0.1,0.01,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ AudioLink\n [lilToggleLeft] _UseAudioLink (\"Use AudioLink\", Int) = 0\n [lilFRFR] _AudioLinkDefaultValue (\"Strength|Blink Strength|Blink Speed|Blink Threshold\", Vector) = (0.0,0.0,2.0,0.75)\n [lilEnum] _AudioLinkUVMode (\"UV Mode|None|Rim|UV|Mask|Mask Spectrum|Position\", Int) = 1\n [lilALUVParams] _AudioLinkUVParams (\"Scale|Offset|Angle|Band|Bass|Low Mid|High Mid|Treble\", Vector) = (0.25,0,0,0.125)\n [lilVec3] _AudioLinkStart (\"Start Position\", Vector) = (0.0,0.0,0.0,0.0)\n [NoScaleOffset] _AudioLinkMask (\"Mask\", 2D) = \"blue\" {}\n [lilToggle] _AudioLink2Main2nd (\"Main 2nd\", Int) = 0\n [lilToggle] _AudioLink2Main3rd (\"Main 3rd\", Int) = 0\n [lilToggle] _AudioLink2Emission (\"Emission\", Int) = 0\n [lilToggle] _AudioLink2EmissionGrad (\"Emission Grad\", Int) = 0\n [lilToggle] _AudioLink2Emission2nd (\"Emission 2nd\", Int) = 0\n [lilToggle] _AudioLink2Emission2ndGrad (\"Emission 2nd Grad\", Int) = 0\n [lilToggle] _AudioLink2Vertex (\"Vertex\", Int) = 0\n [lilEnum] _AudioLinkVertexUVMode (\"UV Mode|None|Position|UV|Mask\", Int) = 1\n [lilALUVParams] _AudioLinkVertexUVParams (\"Scale|Offset|Angle|Band|Bass|Low Mid|High Mid|Treble\", Vector) = (0.25,0,0,0.125)\n [lilVec3] _AudioLinkVertexStart (\"Start Position\", Vector) = (0.0,0.0,0.0,0.0)\n [lilVec3Float] _AudioLinkVertexStrength (\"Moving Vector|Normal Strength\", Vector) = (0.0,0.0,0.0,1.0)\n [lilToggle] _AudioLinkAsLocal (\"As Local\", Int) = 0\n [NoScaleOffset] _AudioLinkLocalMap (\"Local Map\", 2D) = \"black\" {}\n [lilALLocal] _AudioLinkLocalMapParams (\"BPM|Notes|Offset\", Vector) = (120,1,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Dissolve\n _DissolveMask (\"Dissolve Mask\", 2D) = \"white\" {}\n _DissolveNoiseMask (\"Dissolve Noise Mask\", 2D) = \"gray\" {}\n [lilUVAnim] _DissolveNoiseMask_ScrollRotate (\"Scroll\", Vector) = (0,0,0,0)\n _DissolveNoiseStrength (\"Dissolve Noise Strength\", float) = 0.1\n [lilHDR] _DissolveColor (\"Dissolve Color\", Color) = (1,1,1,1)\n [lilDissolve] _DissolveParams (\"Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur\", Vector) = (0,0,0.5,0.1)\n [lilDissolveP] _DissolvePos (\"Dissolve Position\", Vector) = (0,0,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Encryption\n [lilToggle] _IgnoreEncryption (\"Ignore Encryption\", Int) = 0\n _Keys (\"Keys\", Vector) = (0,0,0,0)\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Advanced\n [lilEnum] _Cull (\"Cull Mode|Off|Front|Back\", Int) = 0\n [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend (\"SrcBlend\", Int) = 1\n [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend (\"DstBlend\", Int) = 1\n [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha (\"SrcBlendAlpha\", Int) = 1\n [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha (\"DstBlendAlpha\", Int) = 10\n [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp (\"BlendOp\", Int) = 0\n [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha (\"BlendOpAlpha\", Int) = 0\n [lilToggle] _ZClip (\"ZClip\", Int) = 1\n [lilToggle] _ZWrite (\"ZWrite\", Int) = 0\n [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest (\"ZTest\", Int) = 4\n [IntRange] _StencilRef (\"Stencil Reference Value\", Range(0, 255)) = 0\n [IntRange] _StencilReadMask (\"Stencil ReadMask Value\", Range(0, 255)) = 255\n [IntRange] _StencilWriteMask (\"Stencil WriteMask Value\", Range(0, 255)) = 255\n [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp (\"Stencil Compare Function\", Float) = 8\n [Enum(UnityEngine.Rendering.StencilOp)] _StencilPass (\"Stencil Pass\", Float) = 0\n [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail (\"Stencil Fail\", Float) = 0\n [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail (\"Stencil ZFail\", Float) = 0\n _OffsetFactor (\"Offset Factor\", Float) = 0\n _OffsetUnits (\"Offset Units\", Float) = 0\n [lilColorMask] _ColorMask (\"Color Mask\", Int) = 15\n [lilToggle] _AlphaToMask (\"AlphaToMask\", Int) = 0\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Refraction\n _RefractionStrength (\"Refraction Strength\", Range(-1,1)) = 0.5\n [PowerSlider(3.0)]_RefractionFresnelPower (\"Refraction Fresnel Power\", Range(0.01, 10)) = 1.0\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/Gem\n _GemChromaticAberration (\"Chromatic Aberration\", Range(0, 1)) = 0.02\n _GemEnvContrast (\"Environment Contrast\", Float) = 2.0\n [lilHDR] _GemEnvColor (\"Environment Color\", Color) = (1,1,1,1)\n _GemParticleLoop (\"Particle Loop\", Float) = 8\n [lilHDR] _GemParticleColor (\"Particle Color\", Color) = (4,4,4,1)\n _GemVRParallaxStrength (\"VR Parallax Strength\", Range(0, 1)) = 1\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Save (Unused)\n [HideInInspector] [MainColor] _BaseColor (\"Color\", Color) = (1,1,1,1)\n [HideInInspector] [MainTexture] _BaseMap (\"Texture\", 2D) = \"white\" {}\n [HideInInspector] _BaseColorMap (\"Texture\", 2D) = \"white\" {}\n [HideInInspector] _lilToonVersion (\"Version\", Int) = 0\n }\n HLSLINCLUDE\n #define LIL_RENDER 2\n #define LIL_GEM\n ENDHLSL\n\n\/\/----------------------------------------------------------------------------------------------------------------------\n\/\/ BRP Start\n\/\/\n SubShader\n {\n Tags {\"RenderType\" = \"Opaque\" \"Queue\" = \"Transparent-100\"}\n HLSLINCLUDE\n #pragma target 3.5\n ENDHLSL\n\n GrabPass {\"_lilBackgroundTexture\"}\n\n \/\/ Forward Pre\n Pass\n {\n Name \"FORWARD_PRE\"\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZWrite [_ZWrite]\n Blend One Zero, Zero One\n AlphaToMask [_AlphaToMask]\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2\n #pragma multi_compile_instancing\n #pragma fragmentoption ARB_precision_hint_fastest\n\n \/\/------------------------------------------------------------------------------------------------------------------------------\n \/\/ Shader\n #define LIL_GEM_PRE\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n ENDHLSL\n }\n\n \/\/ Forward\n Pass\n {\n Name \"FORWARD\"\n Tags {\"LightMode\" = \"ForwardBase\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_fwdbase\n #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2\n #pragma multi_compile_instancing\n #pragma fragmentoption ARB_precision_hint_fastest\n #pragma skip_variants SHADOWS_SCREEN\n\n \/\/------------------------------------------------------------------------------------------------------------------------------\n \/\/ Shader\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n ENDHLSL\n }\n\n UsePass \"Hidden\/ltspass_transparent\/SHADOW_CASTER\"\n UsePass \"Hidden\/ltspass_transparent\/META\"\n }\n Fallback \"Unlit\/Texture\"\n\/\/\n\/\/ BRP End\n\n\/\/----------------------------------------------------------------------------------------------------------------------\n\/\/ LWRP Start\n\/*\n SubShader\n {\n Tags {\"RenderType\" = \"Opaque\" \"Queue\" = \"Transparent-100\"}\n HLSLINCLUDE\n #pragma target 3.5\n ENDHLSL\n\n \/\/ Forward Pre\n Pass\n {\n Name \"FORWARD_PRE\"\n Tags {\"LightMode\" = \"SRPDefaultUnlit\"}\n\n Stencil\n {\n Ref [_StencilRef]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n\t\t Cull [_Cull]\n Blend One Zero\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n\n \/\/------------------------------------------------------------------------------------------------------------------------------\n \/\/ Shader\n #define LIL_GEM_PRE\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Forward\n Pass\n {\n Name \"FORWARD\"\n Tags {\"LightMode\" = \"LightweightForward\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS\n #pragma multi_compile_fragment _ _MIXED_LIGHTING_SUBTRACTIVE\n #pragma multi_compile_fragment _ LIGHTMAP_ON\n #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2\n #pragma multi_compile_instancing\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ ShadowCaster\n Pass\n {\n Name \"SHADOW_CASTER\"\n Tags {\"LightMode\" = \"ShadowCaster\"}\n\t\t Cull [_Cull]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_shadowcaster.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ DepthOnly\n Pass\n {\n Name \"DEPTHONLY\"\n Tags {\"LightMode\" = \"DepthOnly\"}\n\t\t Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthonly.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Meta\n Pass\n {\n Name \"META\"\n Tags {\"LightMode\" = \"Meta\"}\n Cull Off\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_meta.hlsl\"\n ENDHLSL\n }\n }\n Fallback \"Lightweight Render Pipeline\/Unlit\"\n*\/\n\/\/ LWRP End\n\n\/\/----------------------------------------------------------------------------------------------------------------------\n\/\/ URP Start\n\/*\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Universal Render Pipeline SM4.5\n SubShader\n {\n Tags {\"RenderType\" = \"Opaque\" \"Queue\" = \"Transparent-100\" \"ShaderModel\" = \"4.5\"}\n HLSLINCLUDE\n #pragma target 4.5\n #pragma exclude_renderers gles gles3 glcore\n ENDHLSL\n\n \/\/ Forward Pre\n Pass\n {\n Name \"FORWARD_PRE\"\n Tags {\"LightMode\" = \"SRPDefaultUnlit\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n\t\t Cull [_Cull]\n Blend One Zero\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n \/\/------------------------------------------------------------------------------------------------------------------------------\n \/\/ Shader\n #define LIL_GEM_PRE\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Forward\n Pass\n {\n Name \"FORWARD\"\n Tags {\"LightMode\" = \"UniversalForward\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS\n #pragma multi_compile _ _LIGHT_LAYERS\n #pragma multi_compile _ _CLUSTERED_RENDERING\n #pragma multi_compile_fragment _ _LIGHT_COOKIES\n #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING\n #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION\n #pragma multi_compile_fragment _ LIGHTMAP_SHADOW_MIXING\n #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK\n #pragma multi_compile_fragment _ LIGHTMAP_ON\n #pragma multi_compile_fragment _ DYNAMICLIGHTMAP_ON\n #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ ShadowCaster\n Pass\n {\n Name \"SHADOW_CASTER\"\n Tags {\"LightMode\" = \"ShadowCaster\"}\n\t\t Cull [_Cull]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW\n #pragma multi_compile_instancing\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_shadowcaster.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ DepthOnly\n Pass\n {\n Name \"DEPTHONLY\"\n Tags {\"LightMode\" = \"DepthOnly\"}\n\t\t Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthonly.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ DepthNormals\n Pass\n {\n Name \"DEPTHNORMALS\"\n Tags {\"LightMode\" = \"DepthNormals\"}\n\t\t Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthnormals.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Universal2D\n Pass\n {\n Name \"UNIVERSAL2D\"\n Tags {\"LightMode\" = \"Universal2D\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_universal2d.hlsl\"\n ENDHLSL\n }\n\n \/\/ Meta\n Pass\n {\n Name \"META\"\n Tags {\"LightMode\" = \"Meta\"}\n Cull Off\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_meta.hlsl\"\n ENDHLSL\n }\n }\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Universal Render Pipeline\n SubShader\n {\n Tags {\"RenderType\" = \"Opaque\" \"Queue\" = \"Transparent-100\"}\n HLSLINCLUDE\n #pragma target 3.5\n #pragma only_renderers gles gles3 glcore d3d11\n ENDHLSL\n\n \/\/ Forward Pre\n Pass\n {\n Name \"FORWARD_PRE\"\n Tags {\"LightMode\" = \"SRPDefaultUnlit\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n\t\t Cull [_Cull]\n Blend One Zero\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n\n \/\/------------------------------------------------------------------------------------------------------------------------------\n \/\/ Shader\n #define LIL_GEM_PRE\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Forward\n Pass\n {\n Name \"FORWARD\"\n Tags {\"LightMode\" = \"UniversalForward\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS\n #pragma multi_compile _ _LIGHT_LAYERS\n #pragma multi_compile _ _CLUSTERED_RENDERING\n #pragma multi_compile_fragment _ _LIGHT_COOKIES\n #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING\n #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION\n #pragma multi_compile_fragment _ LIGHTMAP_SHADOW_MIXING\n #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK\n #pragma multi_compile_fragment _ LIGHTMAP_ON\n #pragma multi_compile_fragment _ DYNAMICLIGHTMAP_ON\n #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ ShadowCaster\n Pass\n {\n Name \"SHADOW_CASTER\"\n Tags {\"LightMode\" = \"ShadowCaster\"}\n\t\t Cull [_Cull]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW\n #pragma multi_compile_instancing\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_shadowcaster.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ DepthOnly\n Pass\n {\n Name \"DEPTHONLY\"\n Tags {\"LightMode\" = \"DepthOnly\"}\n\t\t Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthonly.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ DepthNormals\n Pass\n {\n Name \"DEPTHNORMALS\"\n Tags {\"LightMode\" = \"DepthNormals\"}\n\t\t Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthnormals.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Universal2D\n Pass\n {\n Name \"UNIVERSAL2D\"\n Tags {\"LightMode\" = \"Universal2D\"}\n\n Stencil\n {\n Ref [_StencilRef]\n ReadMask [_StencilReadMask]\n WriteMask [_StencilWriteMask]\n Comp [_StencilComp]\n Pass [_StencilPass]\n Fail [_StencilFail]\n ZFail [_StencilZFail]\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_universal2d.hlsl\"\n ENDHLSL\n }\n\n \/\/ Meta\n Pass\n {\n Name \"META\"\n Tags {\"LightMode\" = \"Meta\"}\n Cull Off\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_meta.hlsl\"\n ENDHLSL\n }\n }\n Fallback \"Universal Render Pipeline\/Unlit\"\n*\/\n\/\/ URP End\n\n\/\/----------------------------------------------------------------------------------------------------------------------\n\/\/ HDRP Start\n\/*\n HLSLINCLUDE\n #pragma target 4.5\n #pragma exclude_renderers gles gles3 glcore\n ENDHLSL\n SubShader\n {\n Tags {\"RenderPipeline\"=\"HDRenderPipeline\" \"RenderType\" = \"HDLitShader\" \"Queue\" = \"Transparent\"}\n\n \/\/ Forward Pre\n Pass\n {\n Name \"FORWARD_PRE\"\n Tags {\"LightMode\" = \"ForwardOnly\"}\n\n Stencil\n {\n WriteMask 6\n Ref 0\n Comp Always\n Pass Replace\n }\n\t\t Cull [_Cull]\n Blend One Zero\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n #define SHADERPASS SHADERPASS_FORWARD\n\n \/\/------------------------------------------------------------------------------------------------------------------------------\n \/\/ Shader\n #define LIL_GEM_PRE\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Forward\n Pass\n {\n Name \"FORWARD\"\n Tags {\"LightMode\" = \"SRPDefaultUnlit\"}\n\n Stencil\n {\n WriteMask 6\n Ref 0\n Comp Always\n Pass Replace\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n ColorMask [_ColorMask]\n Offset [_OffsetFactor], [_OffsetUnits]\n BlendOp [_BlendOp], [_BlendOpAlpha]\n Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n #pragma multi_compile_fragment _ LIGHTMAP_ON\n #pragma multi_compile_fragment _ DYNAMICLIGHTMAP_ON\n #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK\n\n #define SHADERPASS SHADERPASS_FORWARD\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_forward_gem.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ ShadowCaster\n Pass\n {\n Name \"SHADOW_CASTER\"\n Tags {\"LightMode\" = \"ShadowCaster\"}\n\n Cull[_Cull]\n ZClip [_ZClip]\n ZWrite On\n ZTest LEqual\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n #define SHADERPASS SHADERPASS_SHADOWS\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthonly.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ DepthOnly\n Pass\n {\n Name \"DEPTHONLY\"\n Tags {\"LightMode\" = \"DepthForwardOnly\"}\n\n Stencil\n {\n WriteMask 8\n Ref 0\n Comp Always\n Pass Replace\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n Offset [_OffsetFactor], [_OffsetUnits]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n #pragma multi_compile _ WRITE_NORMAL_BUFFER\n #pragma multi_compile _ WRITE_MSAA_DEPTH\n\n #define SHADERPASS SHADERPASS_DEPTH_ONLY\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_depthonly.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ MotionVectors\n Pass\n {\n Name \"MOTIONVECTORS\"\n Tags {\"LightMode\" = \"MotionVectors\"}\n\n Stencil\n {\n WriteMask 40\n Ref 32\n Comp Always\n Pass Replace\n }\n Cull [_Cull]\n ZClip [_ZClip]\n ZWrite [_ZWrite]\n ZTest [_ZTest]\n Offset [_OffsetFactor], [_OffsetUnits]\n AlphaToMask [_AlphaToMask]\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n #pragma multi_compile _ WRITE_NORMAL_BUFFER\n #pragma multi_compile _ WRITE_MSAA_DEPTH\n\n #define SHADERPASS SHADERPASS_MOTION_VECTORS\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_motionvectors.hlsl\"\n\n ENDHLSL\n }\n\n \/\/ Meta\n Pass\n {\n Name \"META\"\n Tags {\"LightMode\" = \"META\"}\n Cull Off\n\n HLSLPROGRAM\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Build Option\n #pragma vertex vert\n #pragma fragment frag\n #pragma multi_compile_instancing\n #pragma instancing_options renderinglayer\n #pragma multi_compile _ DOTS_INSTANCING_ON\n\n #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT\n\n \/\/----------------------------------------------------------------------------------------------------------------------\n \/\/ Pass\n #include \"Includes\/lil_pass_meta.hlsl\"\n ENDHLSL\n }\n }\n Fallback \"HDRP\/Unlit\"\n*\/\n\/\/ HDRP End\n\n CustomEditor \"lilToon.lilToonInspector\"\n}","avg_line_length":46.762915782,"max_line_length":154,"alphanum_fraction":0.4225740057} {"size":1439,"ext":"frag","lang":"GLSL","max_stars_count":3.0,"content":"#version 450\n\n#extension GL_ARB_separate_shader_objects : enable\n#extension GL_ARB_shading_language_420pack : enable\n\n#include \"io_with_tangent.h\"\n#include \"constants.h\"\n#include \"push_constants.h\"\n#include \"lighting.h\"\n\nlayout(binding = 1) uniform sampler2D base_color;\nlayout(binding = 3) uniform sampler2D normal_map;\nlayout(binding = 4) uniform sampler2D occlusion;\nlayout(binding = 5) uniform sampler2D emissive;\n\nvoid main() {\n vec3 normal = normalize( input_normal.xyz );\n vec3 tangent = normalize( input_tangent.xyz );\n vec3 binormal = cross( tangent, normal );\n mat3 ts = transpose( mat3( tangent, binormal, normal ) );\n vec3 pos = input_position.xyz;\n vec3 N = normalize( texture( normal_map, input_texcoord ).rgb * vec3( uniforms.normal_scale, uniforms.normal_scale, 1 ) * 2.0 - 1.0 );\n vec3 V = ts * normalize(push_constants.eye_pos.xyz-pos);\n vec3 L = ts * normalize(push_constants.light_pos.xyz-pos);\n float roughness = uniforms.roughness;\n float metallicness = uniforms.metalness;\n vec4 diffuse_color = texture( base_color, input_texcoord ) * uniforms.base_color;\n float ambient = 0.05 * mix( 1 - uniforms.occlusion_strength, 1, texture( occlusion, input_texcoord ).r );\n vec3 emissive = uniforms.emissive.rgb * texture( emissive, input_texcoord ).rgb;\n vec3 linear = light( L, V, N, diffuse_color.rgb, roughness, metallicness, ambient, emissive );\n output_color = vec4( gamma(linear), diffuse_color.a );\n}\n\n","avg_line_length":42.3235294118,"max_line_length":136,"alphanum_fraction":0.7470465601} {"size":89,"ext":"frag","lang":"GLSL","max_stars_count":1.0,"content":"#version 410\n\nout vec4 color;\n\nvoid main()\n{\n\tcolor = vec4(0.64f, 0.50f, 0.89f, 1.0f);\n}\n","avg_line_length":9.8888888889,"max_line_length":41,"alphanum_fraction":0.606741573} {"size":971,"ext":"vert","lang":"GLSL","max_stars_count":null,"content":"#version 310 es\nprecision highp float;\n\nlayout (location=0) in vec2 a_position;\nlayout (location=1) in vec2 a_pixel;\n\nlayout(binding = 0, r32f) readonly highp uniform image2D u_heightmap;\nlayout(binding = 0, std430) readonly buffer Normals { vec4 data[]; } normals;\n\nuniform float u_height;\n\nuniform mat4 u_mvp;\nuniform vec2 u_size;\n\nuniform vec2 u_gridSize;\n\nuniform vec4 u_color;\n\nout float v_pixelvalue;\nout vec2 v_gridPosition;\nout vec3 v_position;\nout vec2 v_gridSize;\nout float v_value;\n\nout vec3 v_normal;\n\nvoid main()\n{\n\n v_pixelvalue = imageLoad(u_heightmap, ivec2(a_pixel * u_size)).r;\n\n float height = v_pixelvalue * u_height;\n vec3 position = vec3(a_position.x, height, a_position.y);\n gl_Position = u_mvp * vec4(position, 1.0);\n\n v_position = position;\n v_gridSize = u_gridSize;\n v_gridPosition = a_pixel * u_gridSize;\n\n int index = int(v_gridPosition.x + v_gridPosition.y * v_gridSize.x);\n v_normal = normals.data[index].xyz;\n}\n","avg_line_length":22.5813953488,"max_line_length":77,"alphanum_fraction":0.7322348095} {"size":660,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"#version 450\n\nlayout(binding = 0) uniform Uniforms\n{\n float f1_1;\n vec3 f3_1;\n};\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main()\n{\n float f1_0 = sinh(f1_1);\n\n vec3 f3_0 = sinh(f3_1);\n\n fragColor = (f1_0 != f3_0.x) ? vec4(0.5) : vec4(1.0);\n}\n\/\/ BEGIN_SHADERTEST\n\/*\n; RUN: amdllpc -v %gfxip %s | FileCheck -check-prefix=SHADERTEST %s\n; SHADERTEST-LABEL: {{^\/\/ LLPC}} SPIRV-to-LLVM translation results\n; SHADERTEST: = call reassoc nnan nsz arcp contract afn float (...) @lgc.create.sinh.f32(\n; SHADERTEST: = call reassoc nnan nsz arcp contract afn <3 x float> (...) @lgc.create.sinh.v3f32(\n; SHADERTEST: AMDLLPC SUCCESS\n*\/\n\/\/ END_SHADERTEST\n","avg_line_length":23.5714285714,"max_line_length":97,"alphanum_fraction":0.6666666667} {"size":634,"ext":"frag","lang":"GLSL","max_stars_count":84.0,"content":"precision highp float;\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float value;\nuniform vec4 color;\n\nfloat blendScreen(float base, float blend) {\n return 1.0-((1.0-base)*(1.0-blend));\n}\nvec3 blendScreen(vec3 base, vec3 blend) {\n return vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));\n}\nvec3 blendScreen(vec3 base, vec3 blend, float opacity) {\n return (blendScreen(base, blend) * opacity + base * (1.0 - opacity));\n}\n\nvoid main() {\n vec4 base = texture2D(uSampler, vTextureCoord.xy);\n gl_FragColor = vec4(blendScreen(base.rgb, color.rgb, value), base.a);\n}\n","avg_line_length":30.1904761905,"max_line_length":101,"alphanum_fraction":0.7160883281} {"size":184,"ext":"frag","lang":"GLSL","max_stars_count":1.0,"content":"#version 330 core\n\nin vec4 vertexColor;\nin vec2 TexCoord;\n\nout vec4 color;\n\nuniform sampler2D u_texture;\nuniform float mixValue;\n\nvoid main()\n{\n\tcolor = texture(u_texture, TexCoord);\n}","avg_line_length":13.1428571429,"max_line_length":38,"alphanum_fraction":0.7554347826} {"size":4063,"ext":"shader","lang":"GLSL","max_stars_count":83.0,"content":"\ufeffShader \"Unlit\/StarFieldStars\"\n{\n Properties\n {\n _Speed(\"Speed\",Range(0.01,5.0)) = 0.1\n _Scale(\"Scale\",Range(1.0,50.0)) = 2.0\n _StarISize(\"Star Inner Size\",Range(0.001,0.1)) = 0.05\n _StarCrossLines(\"Star Cross Lines Size\",Range(1,1000)) = 1000\n _GlowDistance(\"Glow Distance\",Range(0.01,1.5)) = 1.0\n _NumLayers(\"Number Of Layers\",Range(1.0,20.0)) = 4.0\n }\n SubShader\n {\n Tags { \"RenderType\"=\"Opaque\" }\n LOD 100\n\n Pass\n {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n\n #include \"UnityCG.cginc\"\n\n struct appdata\n {\n float4 vertex : POSITION;\n float2 uv : TEXCOORD0;\n };\n\n struct v2f\n {\n float2 uv : TEXCOORD0;\n float4 vertex : SV_POSITION;\n };\n\n fixed _Scale;\n fixed _Speed;\n fixed _StarISize;\n fixed _StarCrossLines;\n fixed _GlowDistance;\n fixed _NumLayers;\n\n v2f vert (appdata v)\n {\n v2f o;\n o.vertex = UnityObjectToClipPos(v.vertex);\n o.uv = v.uv;\n return o;\n }\n\n fixed2x2 Rot(fixed a)\n {\n fixed s = sin(a) , c = cos(a);\n return fixed2x2(c, -s ,s ,c);\n }\n\n fixed Star(fixed2 uv, fixed flare)\n {\n fixed d = length(uv); \/\/ distance to center\n fixed m = _StarISize\/d;\/\/smoothstep(0.1,0.05, d);\n\n fixed rays = max(0.0, 1.0-abs(uv.x*uv.y*_StarCrossLines));\n m += rays * flare;\n uv = mul(uv, Rot(3.1415\/4.0)); \/\/ rot by 45 degrees\n rays = max(0.0, 1.0-abs(uv.x*uv.y*_StarCrossLines));\n m += rays * 0.3 * flare;\n\n m *= smoothstep(_GlowDistance,0.2, d); \/\/ fade star brightness from distance\n return m;\n }\n\n fixed Hash21( fixed2 p)\n {\n p = frac( p * fixed2(123.34, 456.21));\n p += dot(p, p+45.32);\n return frac(p.x * p.y);\n }\n\n fixed3 StarLayer(fixed2 uv)\n {\n fixed3 col = 0;\n\n fixed2 gv = frac(uv) - 0.5; \/\/ grid uv\n fixed2 id = floor(uv);\n\n for(int y= -1; y <= 1; y++)\n {\n for(int x = -1; x <= 1; x++)\n {\n fixed2 offs = fixed2(x,y);\n\n fixed n = Hash21(id + offs); \/\/ random between 0 and 1\n fixed size = frac(n * 345.32);\n \n fixed star = Star(gv - offs - fixed2(n, frac(n * 34.0)) + 0.5, smoothstep(0.8,0.9,size));\n fixed3 color = sin(fixed3(0.2,0.3,0.9) * frac(n*2345.2)*123.2) * 0.5 + 0.5;\n color *= fixed3(1,0.5,1.+size);\n\n star *= sin(_Time.y *3. + n * 6.2831) * 0.5 + 1.0; \/\/ twinkle effect\n col += star * size * color;\n }\n }\n\n return col;\n }\n\n fixed4 frag (v2f i) : SV_Target\n {\n fixed2 uv = (i.uv - 0.5) * _Scale;\n \n fixed3 col = 0;\n fixed time = _Time.y * _Speed;\n \n uv = mul(uv , Rot(time));\n for(fixed i=0; i <1.0; i+=1.0\/_NumLayers)\n {\n fixed depth = frac(i+time);\n\n fixed scale = lerp(20.,0.5, depth);\n fixed fade = depth * smoothstep(1.0,0.9, depth);\n col += StarLayer(uv * scale + i*423.25) * fade;\n }\n \/\/ for debuging\n \/\/if(gv.x > 0.48 || gv.y > 0.48) col.r = 1.0;\n\n return fixed4(col,1.0);\n }\n ENDCG\n }\n }\n}\n","avg_line_length":30.5488721805,"max_line_length":113,"alphanum_fraction":0.3947821807} {"size":919,"ext":"shader","lang":"GLSL","max_stars_count":9.0,"content":"\ufeff\/\/ Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\nShader \"Unlit\/VertexColor\"\n{\n\tProperties{\n\t\tpoint_size(\"Point Size\", Float) = 16.0\n\t\talpha(\"Alpha\", Float) = 0.64\n\t}\n\t\tSubShader\n\t{\n\t\t\/\/Lighting Off\n\t\t\/\/ZWrite Off\n\t\tCull Back\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\tTags{ \"Queue\" = \"Transparent\" \"RenderType\" = \"Transparent\" }\n\t\t\/\/Tags{ \"RenderType\" = \"Transparent\" }\n\n\t\tPass\n\t{\n\t\tCGPROGRAM\n#pragma vertex vert\n#pragma fragment frag\n\n\t\tstruct VertexInput {\n\t\tfloat4 v : POSITION;\n\t\tfloat4 color: COLOR;\n\t};\n\n\tstruct VertexOutput {\n\t\tfloat4 pos : SV_POSITION;\n\t\tfloat4 col : COLOR;\n\t\tfloat size : PSIZE;\n\t};\n\tfloat point_size;\n\tfloat alpha;\n\n\tVertexOutput vert(VertexInput v) {\n\n\t\tVertexOutput o;\n\t\to.pos = UnityObjectToClipPos(v.v);\n\t\to.size = point_size;\n\t\to.col = v.color;\n\t\to.col.w = alpha;\n\t\treturn o;\n\t}\n\n\tfixed4 frag(VertexOutput o) : SV_Target{\n\t\treturn o.col;\n\t}\n\n\t\tENDCG\n\t}\n\t}\n}\n","avg_line_length":16.7090909091,"max_line_length":83,"alphanum_fraction":0.6670293798} {"size":1254,"ext":"vert","lang":"GLSL","max_stars_count":1.0,"content":"\/*\n * Copyright (c) 2018 Confetti Interactive Inc.\n * \n * This file is part of The-Forge\n * (see https:\/\/github.com\/ConfettiFX\/The-Forge).\n * \n * Licensed to the Apache Software Foundation (ASF) under one\n * or more contributor license agreements. See the NOTICE file\n * distributed with this work for additional information\n * regarding copyright ownership. The ASF licenses this file\n * to you under the Apache License, Version 2.0 (the\n * \"License\"); you may not use this file except in compliance\n * with the License. You may obtain a copy of the License at\n * \n * http:\/\/www.apache.org\/licenses\/LICENSE-2.0\n * \n * Unless required by applicable law or agreed to in writing,\n * software distributed under the License is distributed on an\n * \"AS IS\" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\n * KIND, either express or implied. See the License for the\n * specific language governing permissions and limitations\n * under the License.\n*\/\n\nstruct VSInput\n{\n float3 Position : POSITION;\n float2 Uv\t : TEXCOORD0;\n};\n\nstruct VSOutput {\n\tfloat4 Position : SV_POSITION;\t\n\tfloat2 uv: TEXCOORD0;\n};\n\nVSOutput main (VSInput input)\n{\n\tVSOutput result;\n\n\tresult.Position = float4(input.Position, 1.0);\n\tresult.uv = input.Uv;\n\n\treturn result;\n}\n","avg_line_length":27.8666666667,"max_line_length":63,"alphanum_fraction":0.7256778309} {"size":11667,"ext":"frag","lang":"GLSL","max_stars_count":2279.0,"content":"#version 450\r\n\r\nvec4 undeclared_errors(vec4 f4)\r\n{\r\n vec4 result;\r\n gl_SubgroupSize; \/\/ ERROR, extension not enabled (basic)\r\n gl_SubgroupInvocationID; \/\/ ERROR, extension not enabled (basic)\r\n subgroupBarrier(); \/\/ ERROR, extension not enabled (basic)\r\n subgroupMemoryBarrier(); \/\/ ERROR, extension not enabled (basic) \r\n subgroupMemoryBarrierBuffer(); \/\/ ERROR, extension not enabled (basic)\r\n subgroupMemoryBarrierImage(); \/\/ ERROR, extension not enabled (basic)\r\n subgroupElect(); \/\/ ERROR, extension not enabled (basic)\r\n gl_NumSubgroups; \/\/ ERROR, only defined in compute\r\n gl_SubgroupID; \/\/ ERROR, only defined in compute\r\n subgroupMemoryBarrierShared(); \/\/ ERROR, only defined in compute\r\n\r\n subgroupAll(true); \/\/ ERROR extension not enabled (vote)\r\n subgroupAny(false); \/\/ ERROR extension not enabled (vote)\r\n subgroupAllEqual(f4); \/\/ ERROR extension not enabled (vote)\r\n\r\n gl_SubgroupEqMask; \/\/ ERROR extension not enabled (ballot)\r\n gl_SubgroupGeMask; \/\/ ERROR extension not enabled (ballot)\r\n gl_SubgroupGtMask; \/\/ ERROR extension not enabled (ballot)\r\n gl_SubgroupLeMask; \/\/ ERROR extension not enabled (ballot)\r\n gl_SubgroupLtMask; \/\/ ERROR extension not enabled (ballot)\r\n subgroupBroadcast(f4, 0); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBroadcastFirst(f4); \/\/ ERROR extension not enabled (ballot)\r\n uvec4 ballot = subgroupBallot(false); \/\/ ERROR extension not enabled (ballot)\r\n subgroupInverseBallot(uvec4(0x1)); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBallotBitExtract(ballot, 0); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBallotBitCount(ballot); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBallotInclusiveBitCount(ballot); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBallotExclusiveBitCount(ballot); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBallotFindLSB(ballot); \/\/ ERROR extension not enabled (ballot)\r\n subgroupBallotFindMSB(ballot); \/\/ ERROR extension not enabled (ballot)\r\n\r\n subgroupShuffle(f4, 0); \/\/ ERROR extension not enabled (shuffle)\r\n subgroupShuffleXor(f4, 0x1); \/\/ ERROR extension not enabled (shuffle)\r\n subgroupShuffleUp(f4, 1); \/\/ ERROR extension not enabled (shuffle_relative)\r\n subgroupShuffleDown(f4, 1); \/\/ ERROR extension not enabled (shuffle_relative)\r\n\r\n result = subgroupAdd(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupMul(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupMin(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupMax(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupAnd(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupOr(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupXor(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveAdd(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveMul(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveMin(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveMax(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveAnd(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveOr(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupInclusiveXor(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveAdd(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveMul(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveMin(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveMax(f4); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveAnd(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveOr(ballot); \/\/ ERROR, extension not enabled (arith)\r\n subgroupExclusiveXor(ballot); \/\/ ERROR, extension not enabled (arith)\r\n\r\n subgroupClusteredAdd(f4, 2); \/\/ ERROR, extension not enabled (clustered)\r\n subgroupClusteredMul(f4, 2); \/\/ ERROR, extension not enabled (clustered)\r\n subgroupClusteredMin(f4, 2); \/\/ ERROR, extension not enabled (clustered)\r\n subgroupClusteredMax(f4, 2); \/\/ ERROR, extension not enabled (clustered)\r\n subgroupClusteredAnd(ballot, 2); \/\/ ERROR, extension not enabled (clustered)\r\n subgroupClusteredOr(ballot, 2); \/\/ ERROR, extension not enabled (clustered)\r\n subgroupClusteredXor(ballot, 2); \/\/ ERROR, extension not enabled (clustered)\r\n\r\n subgroupQuadBroadcast(f4, 0); \/\/ ERROR, extension not enabled (quad)\r\n subgroupQuadSwapHorizontal(f4); \/\/ ERROR, extension not enabled (quad)\r\n subgroupQuadSwapVertical(f4); \/\/ ERROR, extension not enabled (quad)\r\n subgroupQuadSwapDiagonal(f4); \/\/ ERROR, extension not enabled (quad)\r\n\r\n uvec4 parti = subgroupPartitionNV(f4); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedAddNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedMulNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedMinNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedMaxNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedAndNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedOrNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedXorNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveAddNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveMulNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveMinNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveMaxNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveAndNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveOrNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedInclusiveXorNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveAddNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveMulNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveMinNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveMaxNV(f4, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveAndNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveOrNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n subgroupPartitionedExclusiveXorNV(ballot, parti); \/\/ ERROR, extension not enabled (partitioned)\r\n\r\n return result;\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_basic: enable\r\nlayout(location = 0) out uvec4 data;\r\nvoid main (void)\r\n{\r\n data = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0);\r\n subgroupBarrier();\r\n subgroupMemoryBarrier();\r\n subgroupMemoryBarrierBuffer();\r\n subgroupMemoryBarrierImage();\r\n subgroupElect();\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_ballot: enable\r\nvoid ballot_works(vec4 f4) {\r\n int i;\r\n gl_SubgroupEqMask;\r\n gl_SubgroupGeMask;\r\n gl_SubgroupGtMask;\r\n gl_SubgroupLeMask;\r\n gl_SubgroupLtMask;\r\n subgroupBroadcast(f4, 0);\r\n subgroupBroadcast(f4, i);\r\n subgroupBroadcastFirst(f4);\r\n uvec4 ballot = subgroupBallot(false);\r\n subgroupInverseBallot(uvec4(0x1));\r\n subgroupBallotBitExtract(ballot, 0);\r\n subgroupBallotBitCount(ballot);\r\n subgroupBallotInclusiveBitCount(ballot);\r\n subgroupBallotExclusiveBitCount(ballot);\r\n subgroupBallotFindLSB(ballot);\r\n subgroupBallotFindMSB(ballot);\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_vote: enable\r\nvoid vote_works(vec4 f4)\r\n{\r\n subgroupAll(true);\r\n subgroupAny(false);\r\n subgroupAllEqual(f4);\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_shuffle: enable\r\n#extension GL_KHR_shader_subgroup_shuffle_relative: enable\r\nvoid shuffle_works(vec4 f4)\r\n{\r\n subgroupShuffle(f4, 0);\r\n subgroupShuffleXor(f4, 0x1);\r\n subgroupShuffleUp(f4, 1);\r\n subgroupShuffleDown(f4, 1);\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_arithmetic: enable\r\nvoid arith_works(vec4 f4)\r\n{\r\n uvec4 ballot;\r\n subgroupAdd(f4);\r\n subgroupMul(f4);\r\n subgroupMin(f4);\r\n subgroupMax(f4);\r\n subgroupAnd(ballot);\r\n subgroupOr(ballot);\r\n subgroupXor(ballot);\r\n subgroupInclusiveAdd(f4);\r\n subgroupInclusiveMul(f4);\r\n subgroupInclusiveMin(f4);\r\n subgroupInclusiveMax(f4);\r\n subgroupInclusiveAnd(ballot);\r\n subgroupInclusiveOr(ballot);\r\n subgroupInclusiveXor(ballot);\r\n subgroupExclusiveAdd(f4);\r\n subgroupExclusiveMul(f4);\r\n subgroupExclusiveMin(f4);\r\n subgroupExclusiveMax(f4);\r\n subgroupExclusiveAnd(ballot);\r\n subgroupExclusiveOr(ballot);\r\n subgroupExclusiveXor(ballot);\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_clustered: enable\r\nvoid clustered_works(vec4 f4)\r\n{\r\n uvec4 ballot = uvec4(0x55,0,0,0);\r\n subgroupClusteredAdd(f4, 2);\r\n subgroupClusteredMul(f4, 2);\r\n subgroupClusteredMin(f4, 2);\r\n subgroupClusteredMax(f4, 2);\r\n subgroupClusteredAnd(ballot, 2);\r\n subgroupClusteredOr(ballot, 2);\r\n subgroupClusteredXor(ballot, 2);\r\n}\r\n\r\n#extension GL_KHR_shader_subgroup_quad: enable\r\nvoid quad_works(vec4 f4)\r\n{\r\n int i;\r\n subgroupQuadBroadcast(f4, 0);\r\n subgroupQuadBroadcast(f4, i);\r\n subgroupQuadSwapHorizontal(f4);\r\n subgroupQuadSwapVertical(f4);\r\n subgroupQuadSwapDiagonal(f4);\r\n}\r\n\r\n#extension GL_NV_shader_subgroup_partitioned: enable\r\nvoid partitioned_works(vec4 f4)\r\n{\r\n uvec4 parti = subgroupPartitionNV(f4);\r\n uvec4 ballot = uvec4(0x55,0,0,0);\r\n subgroupPartitionedAddNV(f4, parti);\r\n subgroupPartitionedMulNV(f4, parti);\r\n subgroupPartitionedMinNV(f4, parti);\r\n subgroupPartitionedMaxNV(f4, parti);\r\n subgroupPartitionedAndNV(ballot, parti);\r\n subgroupPartitionedOrNV(ballot, parti);\r\n subgroupPartitionedXorNV(ballot, parti);\r\n subgroupPartitionedInclusiveAddNV(f4, parti);\r\n subgroupPartitionedInclusiveMulNV(f4, parti);\r\n subgroupPartitionedInclusiveMinNV(f4, parti);\r\n subgroupPartitionedInclusiveMaxNV(f4, parti);\r\n subgroupPartitionedInclusiveAndNV(ballot, parti);\r\n subgroupPartitionedInclusiveOrNV(ballot, parti);\r\n subgroupPartitionedInclusiveXorNV(ballot, parti);\r\n subgroupPartitionedExclusiveAddNV(f4, parti);\r\n subgroupPartitionedExclusiveMulNV(f4, parti);\r\n subgroupPartitionedExclusiveMinNV(f4, parti);\r\n subgroupPartitionedExclusiveMaxNV(f4, parti);\r\n subgroupPartitionedExclusiveAndNV(ballot, parti);\r\n subgroupPartitionedExclusiveOrNV(ballot, parti);\r\n subgroupPartitionedExclusiveXorNV(ballot, parti);\r\n}\r\n\r\n\/\/ tests for NV_shader_sm_builtins\r\nvoid sm_builtins_err()\r\n{\r\n gl_WarpsPerSMNV; \/\/ ERROR, no extension\r\n gl_SMCountNV; \/\/ ERROR, no extension\r\n gl_WarpIDNV; \/\/ ERROR, no extension\r\n gl_SMIDNV; \/\/ ERROR, no extension\r\n}\r\n\r\n#ifdef GL_NV_shader_sm_builtins\r\n#extension GL_NV_shader_sm_builtins : enable\r\n#endif\r\n\r\nvoid sm_builtins()\r\n{\r\n gl_WarpsPerSMNV;\r\n gl_SMCountNV;\r\n gl_WarpIDNV;\r\n gl_SMIDNV;\r\n}\r\n","avg_line_length":46.1146245059,"max_line_length":102,"alphanum_fraction":0.7038656038} {"size":405,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"#include \n#include \n\nusing namespace metal;\n\nstruct VOUT\n{\n float4 a;\n};\n\nstruct main0_in\n{\n float4 VOUT_a [[user(locn0)]];\n};\n\nstruct main0_out\n{\n float4 FragColor [[color(0)]];\n};\n\nfragment main0_out main0(main0_in in [[stage_in]])\n{\n main0_out out = {};\n VOUT tmp;\n tmp.a = in.VOUT_a;\n tmp.a += float4(1.0);\n out.FragColor = tmp.a;\n return out;\n}\n\n","avg_line_length":13.064516129,"max_line_length":50,"alphanum_fraction":0.6172839506} {"size":2141,"ext":"glsl","lang":"GLSL","max_stars_count":24.0,"content":"{\"code\": \"\/*************************\\n * domains of attraction *\\n * by pdkl95 *\\n *************************\/\\n\\n#ifdef GL_ES\\nprecision mediump float;\\n#endif\\n\\n#extension GL_OES_standard_derivatives : enable\\n\\nuniform float time;\\nuniform vec2 mouse;\\nuniform vec2 resolution;\\n\\n#define TAU 6.283185307179586\\n#define SQ3 1.73205080756887729352744\\n\\n#define cx_i vec2(0.0, 1.0)\\n#define cx_neg1 vec2(-1.0, 0.0)\\n\\n#define cx_mul(a, b) vec2((a).x*(b).x - (a).y*(b).y, (a).x*(b).y + (a).y*(b).x)\\n#define cx_div(a, b) vec2(((a.x*b.x+a.y*b.y)\/(b.x*b.x+b.y*b.y)),((a.y*b.x-a.x*b.y)\/(b.x*b.x+b.y*b.y)))\\n#define cx_conj(a) vec2(a.x,-a.y)\\n\\nvec2 cx_pow(vec2 z, float n) {\\n\\tfloat r2 = dot(z,z);\\n\\treturn pow(r2,n\/2.0)*vec2(cos(n*atan(z.y,z.x)),sin(n*atan(z.y,z.x)));\\n}\\n\\n\/***\\n *** the attractor polynomial\\n ***\/\\nvec2 poly(vec2 z) {\\n\\treturn cx_pow(z, 5.0) + cx_neg1 + cx_mul(z, cx_neg1);\\n}\\n\\nconst vec2 five = vec2(5.0, 0.0);\\n\\n\/***\\n *** the derivitave of the attractor polynomial\\n *** !!! must match poly() !!!\\n *** !!! d(poly())\/dz !!!\\n ***\/\\nvec2 dpoly(vec2 z) {\\n\\tvec2 dz = cx_pow(z, 4.0);\\n\\treturn cx_mul(five, dz) + cx_neg1;\\n}\\nvoid main( void ) {\\n\\tvec2 position = ((gl_FragCoord.xy \/ resolution.xy ) * 2.0) - 1.0;\\n\\tposition.y *= resolution.y \/ resolution.x;\\n\\tposition *= 1.8;\\n\\n\\tvec3 color = vec3(0.0);\\n\\n\\tvec2 z = position;\\n\\tvec2 w = poly(z);\\n\\t\\n\\t\\n\\tvec2 dp = vec2(0.0);\\n\\tvec2 wdp = vec2(0.0);\\n\\n\\tfloat s = 1.0;\\n\\tfloat f = 1.0;\\n\\t\\n\\tfor (int i=0; i < 20; i++) {\\n\\t\\tw = poly(z);\\n\\t\\tif ( f <= 0.01) { break; }\\n\\t\\tif (cx_mul(w, cx_conj(w)).x > 0.01) { break; }\\n\\t \\n\\t\\tf *= 0.95;\\n\\t\\ts = -s;\\n\\t\\n\\t\\tdp = dpoly(z);\\n\\t\\tz -= cx_div(w, dp);\\n\\t}\\n\\t\\n\\tfor (int n=0; n < 10; n++) {\\n\\t\\tz = z - cx_div(poly(z), dpoly(z));\\n\\t}\\n\\t\\n\\tz = f * cx_div(cx_mul(z, z), cx_mul(z, cx_conj(z)));\\n\\t\\n\\tcolor.r = ( 0.24 * z.x) - ((SQ3 * 0.24) * z.y);\\n\\tcolor.g = ( 0.24 * z.x) + ((SQ3 * 0.24) * z.y);\\n\\tcolor.b = (-0.48 * z.x);\\n\\n\\tcolor = 0.5 * f + color;\\n\\n\\tgl_FragColor = vec4(color, 1.0);\\n}\", \"user\": \"66092fd\", \"parent\": null, \"id\": 47197}","avg_line_length":2141.0,"max_line_length":2141,"alphanum_fraction":0.5651564689} {"size":6734,"ext":"shader","lang":"GLSL","max_stars_count":1.0,"content":"\ufeff\/\/Unitychan Toon Shader ver.2.0\n\/\/v.2.0.4.3\nShader \"UnityChanToonShader\/Tessellation\/Light\/Toon_ShadingGradeMap_StencilOut\" {\n Properties {\n _StencilNo (\"Stencil No\", int) =1\n [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode(\"Cull Mode\", int) = 2 \/\/OFF\/FRONT\/BACK\n _BaseMap (\"BaseMap\", 2D) = \"white\" {}\n _BaseColor (\"BaseColor\", Color) = (1,1,1,1)\n [MaterialToggle] _Is_LightColor_Base (\"Is_LightColor_Base\", Float ) = 1\n _1st_ShadeMap (\"1st_ShadeMap\", 2D) = \"white\" {}\n _1st_ShadeColor (\"1st_ShadeColor\", Color) = (1,1,1,1)\n [MaterialToggle] _Is_LightColor_1st_Shade (\"Is_LightColor_1st_Shade\", Float ) = 1\n _2nd_ShadeMap (\"2nd_ShadeMap\", 2D) = \"white\" {}\n _2nd_ShadeColor (\"2nd_ShadeColor\", Color) = (1,1,1,1)\n [MaterialToggle] _Is_LightColor_2nd_Shade (\"Is_LightColor_2nd_Shade\", Float ) = 1\n _NormalMap (\"NormalMap\", 2D) = \"bump\" {}\n [MaterialToggle] _Is_NormalMap (\"Is_NormalMap\", Float ) = 0\n [MaterialToggle] _Set_SystemShadowsToBase (\"Set_SystemShadowsToBase\", Float ) = 1\n _Tweak_SystemShadowsLevel (\"Tweak_SystemShadowsLevel\", Range(-0.5, 0.5)) = 0\n _ShadingGradeMap (\"ShadingGradeMap\", 2D) = \"white\" {}\n [MaterialToggle] _Is_1st_ShadeColorOnly (\"Is_1st_ShadeColorOnly\", Float ) = 0\n _1st_ShadeColor_Step (\"1st_ShadeColor_Step\", Range(0, 1)) = 0.5\n _1st_ShadeColor_Feather (\"1st_ShadeColor_Feather\", Range(0.0001, 1)) = 0.0001\n _2nd_ShadeColor_Step (\"2nd_ShadeColor_Step\", Range(0, 1)) = 0.003\n _2nd_ShadeColor_Feather (\"2nd_ShadeColor_Feather\", Range(0.0001, 1)) = 0.0001\n _HighColor (\"HighColor\", Color) = (0,0,0,1)\n\/\/v.2.0.4 HighColor_Tex\n _HighColor_Tex (\"HighColor_Tex\", 2D) = \"white\" {}\n [MaterialToggle] _Is_LightColor_HighColor (\"Is_LightColor_HighColor\", Float ) = 1\n [MaterialToggle] _Is_NormalMapToHighColor (\"Is_NormalMapToHighColor\", Float ) = 0\n _HighColor_Power (\"HighColor_Power\", Range(0, 1)) = 0\n [MaterialToggle] _Is_SpecularToHighColor (\"Is_SpecularToHighColor\", Float ) = 0\n [MaterialToggle] _Is_BlendAddToHiColor (\"Is_BlendAddToHiColor\", Float ) = 0\n [MaterialToggle] _Is_UseTweakHighColorOnShadow (\"Is_UseTweakHighColorOnShadow\", Float ) = 0\n _TweakHighColorOnShadow (\"TweakHighColorOnShadow\", Range(0, 1)) = 0\n\/\/\u30cf\u30a4\u30ab\u30e9\u30fc\u30de\u30b9\u30af.\n _Set_HighColorMask (\"Set_HighColorMask\", 2D) = \"white\" {}\n _Tweak_HighColorMaskLevel (\"Tweak_HighColorMaskLevel\", Range(-1, 1)) = 0\n [MaterialToggle] _RimLight (\"RimLight\", Float ) = 0\n _RimLightColor (\"RimLightColor\", Color) = (1,1,1,1)\n [MaterialToggle] _Is_LightColor_RimLight (\"Is_LightColor_RimLight\", Float ) = 1\n [MaterialToggle] _Is_NormalMapToRimLight (\"Is_NormalMapToRimLight\", Float ) = 0\n _RimLight_Power (\"RimLight_Power\", Range(0, 1)) = 0.1\n _RimLight_InsideMask (\"RimLight_InsideMask\", Range(0.0001, 1)) = 0.0001\n [MaterialToggle] _RimLight_FeatherOff (\"RimLight_FeatherOff\", Float ) = 0\n\/\/\u30ea\u30e0\u30e9\u30a4\u30c8\u8ffd\u52a0\u30d7\u30ed\u30d1\u30c6\u30a3.\n [MaterialToggle] _LightDirection_MaskOn (\"LightDirection_MaskOn\", Float ) = 0\n _Tweak_LightDirection_MaskLevel (\"Tweak_LightDirection_MaskLevel\", Range(0, 0.5)) = 0\n [MaterialToggle] _Add_Antipodean_RimLight (\"Add_Antipodean_RimLight\", Float ) = 0\n _Ap_RimLightColor (\"Ap_RimLightColor\", Color) = (1,1,1,1)\n [MaterialToggle] _Is_LightColor_Ap_RimLight (\"Is_LightColor_Ap_RimLight\", Float ) = 1\n _Ap_RimLight_Power (\"Ap_RimLight_Power\", Range(0, 1)) = 0.1\n [MaterialToggle] _Ap_RimLight_FeatherOff (\"Ap_RimLight_FeatherOff\", Float ) = 0\n\/\/\u30ea\u30e0\u30e9\u30a4\u30c8\u30de\u30b9\u30af.\n _Set_RimLightMask (\"Set_RimLightMask\", 2D) = \"white\" {}\n _Tweak_RimLightMaskLevel (\"Tweak_RimLightMaskLevel\", Range(-1, 1)) = 0\n\/\/\u3053\u3053\u307e\u3067.\n [MaterialToggle] _MatCap (\"MatCap\", Float ) = 0\n _MatCap_Sampler (\"MatCap_Sampler\", 2D) = \"black\" {}\n _MatCapColor (\"MatCapColor\", Color) = (1,1,1,1)\n [MaterialToggle] _Is_LightColor_MatCap (\"Is_LightColor_MatCap\", Float ) = 1\n [MaterialToggle] _Is_BlendAddToMatCap (\"Is_BlendAddToMatCap\", Float ) = 1\n _Tweak_MatCapUV (\"Tweak_MatCapUV\", Range(-0.5, 0.5)) = 0\n _Rotate_MatCapUV (\"Rotate_MatCapUV\", Range(-1, 1)) = 0\n [MaterialToggle] _Is_NormalMapForMatCap (\"Is_NormalMapForMatCap\", Float ) = 0\n _NormalMapForMatCap (\"NormalMapForMatCap\", 2D) = \"bump\" {}\n _Rotate_NormalMapForMatCapUV (\"Rotate_NormalMapForMatCapUV\", Range(-1, 1)) = 0\n [MaterialToggle] _Is_UseTweakMatCapOnShadow (\"Is_UseTweakMatCapOnShadow\", Float ) = 0\n _TweakMatCapOnShadow (\"TweakMatCapOnShadow\", Range(0, 1)) = 0\n\/\/MatcapMask\n _Set_MatcapMask (\"Set_MatcapMask\", 2D) = \"white\" {}\n _Tweak_MatcapMaskLevel (\"Tweak_MatcapMaskLevel\", Range(-1, 1)) = 0\n\/\/\n\/\/v.2.0.4 Emissive\n _Emissive_Tex (\"Emissive_Tex\", 2D) = \"white\" {}\n [HDR]_Emissive_Color (\"Emissive_Color\", Color) = (0,0,0,1)\n\/\/Outline\n [KeywordEnum(NML,POS)] _OUTLINE(\"OUTLINE MODE\", Float) = 0\n _Outline_Width (\"Outline_Width\", Float ) = 1\n _Farthest_Distance (\"Farthest_Distance\", Float ) = 10\n _Nearest_Distance (\"Nearest_Distance\", Float ) = 0.5\n _Outline_Sampler (\"Outline_Sampler\", 2D) = \"white\" {}\n _Outline_Color (\"Outline_Color\", Color) = (0.5,0.5,0.5,1)\n [MaterialToggle] _Is_BlendBaseColor (\"Is_BlendBaseColor\", Float ) = 0\n \/\/v.2.0.4\n [MaterialToggle] _Is_OutlineTex (\"Is_OutlineTex\", Float ) = 0\n _OutlineTex (\"OutlineTex\", 2D) = \"white\" {}\n \/\/Offset parameter\n _Offset_Z (\"Offset_Camera_Z\", Float) = 0\n \/\/v.2.0.4.3 Baked Nrmal Texture for Outline\n [MaterialToggle] _Is_BakedNormal (\"Is_BakedNormal\", Float ) = 0\n _BakedNormal (\"Baked Normal for Outline\", 2D) = \"white\" {}\n \/\/GI Intensity\n _GI_Intensity (\"GI_Intensity\", Range(0, 1)) = 0\n \/\/For VR Chat under No effective light objects\n _Unlit_Intensity (\"Unlit_Intensity\", Range(0.001, 5)) = 1\n \/\/Tessellation\n _TessEdgeLength( \"Tess Edge length\", Range( 2,50 ) ) = 5\n _TessPhongStrength( \"Tess Phong Strengh\", Range( 0,1 ) ) = 0.5\n _TessExtrusionAmount( \"TessExtrusionAmount\", Float ) = 0.0 \n }\n SubShader {\n Tags {\n \"Queue\"=\"AlphaTest\" \/\/StencilOut Opaque and _Clipping\n \"RenderType\"=\"Opaque\"\n }\n\n UsePass \"UnityChanToonShader\/Tessellation\/Toon_ShadingGradeMap_StencilOut\/OUTLINE\"\n UsePass \"UnityChanToonShader\/Tessellation\/Toon_ShadingGradeMap_StencilOut\/FORWARD\"\n UsePass \"UnityChanToonShader\/Tessellation\/Toon_ShadingGradeMap_StencilOut\/SHADOWCASTER\"\n\n }\n FallBack \"Legacy Shaders\/VertexLit\"\n}\n","avg_line_length":58.5565217391,"max_line_length":99,"alphanum_fraction":0.6683991684} {"size":503,"ext":"frag","lang":"GLSL","max_stars_count":232.0,"content":"#version 450\n#extension GL_ARB_separate_shader_objects : enable\n\nlayout(location = 0) in vec3 f_pos;\n\nlayout(std140, set = 0, binding = 0) uniform UniformArgs {\n mat4 proj;\n mat4 view;\n float roughness;\n};\n\nlayout(set = 1, binding = 0) uniform sampler cube_sampler;\nlayout(set = 1, binding = 1) uniform textureCube cube_map;\n\nlayout(location = 0) out vec4 color;\n\nvoid main() {\n vec3 col = textureLod(samplerCube(cube_map, cube_sampler), f_pos, roughness).rgb;\n color = vec4(col, 1.0);\n}\n","avg_line_length":23.9523809524,"max_line_length":85,"alphanum_fraction":0.7057654076} {"size":5314,"ext":"glsl","lang":"GLSL","max_stars_count":365.0,"content":"\n\/* ---------------------------------------------------------------------- *\/\n\/** \\name Common Math Utilities\n * \\{ *\/\n\n#define M_PI 3.14159265358979323846 \/* pi *\/\n#define M_2PI 6.28318530717958647692 \/* 2*pi *\/\n#define M_PI_2 1.57079632679489661923 \/* pi\/2 *\/\n#define M_1_PI 0.318309886183790671538 \/* 1\/pi *\/\n#define M_1_2PI 0.159154943091895335768 \/* 1\/(2*pi) *\/\n#define M_1_PI2 0.101321183642337771443 \/* 1\/(pi^2) *\/\n#define M_SQRT2 1.41421356237309504880 \/* sqrt(2) *\/\n#define M_SQRT1_2 0.70710678118654752440 \/* 1\/sqrt(2) *\/\n#define FLT_MAX 3.402823e+38\n\nvec3 mul(mat3 m, vec3 v)\n{\n return m * v;\n}\nmat3 mul(mat3 m1, mat3 m2)\n{\n return m1 * m2;\n}\nvec3 transform_direction(mat4 m, vec3 v)\n{\n return mat3(m) * v;\n}\nvec3 transform_point(mat4 m, vec3 v)\n{\n return (m * vec4(v, 1.0)).xyz;\n}\nvec3 project_point(mat4 m, vec3 v)\n{\n vec4 tmp = m * vec4(v, 1.0);\n return tmp.xyz \/ tmp.w;\n}\n\nmat2 rot2_from_angle(float a)\n{\n float c = cos(a);\n float s = sin(a);\n return mat2(c, -s, s, c);\n}\n\n#define min3(a, b, c) min(a, min(b, c))\n#define min4(a, b, c, d) min(a, min3(b, c, d))\n#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))\n#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))\n#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))\n#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))\n#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))\n\n#define max3(a, b, c) max(a, max(b, c))\n#define max4(a, b, c, d) max(a, max3(b, c, d))\n#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))\n#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))\n#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))\n#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))\n#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))\n\n#define avg3(a, b, c) (a + b + c) * (1.0 \/ 3.0)\n#define avg4(a, b, c, d) (a + b + c + d) * (1.0 \/ 4.0)\n#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 \/ 5.0)\n#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 \/ 6.0)\n#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 \/ 7.0)\n#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 \/ 8.0)\n#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 \/ 9.0)\n\n\/* clang-format off *\/\nfloat min_v2(vec2 v) { return min(v.x, v.y); }\nfloat min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }\nfloat min_v4(vec4 v) { return min(min(v.x, v.y), min(v.z, v.w)); }\nfloat max_v2(vec2 v) { return max(v.x, v.y); }\nfloat max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }\nfloat max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }\n\nfloat sum(vec2 v) { return dot(vec2(1.0), v); }\nfloat sum(vec3 v) { return dot(vec3(1.0), v); }\nfloat sum(vec4 v) { return dot(vec4(1.0), v); }\n\nfloat avg(vec2 v) { return dot(vec2(1.0 \/ 2.0), v); }\nfloat avg(vec3 v) { return dot(vec3(1.0 \/ 3.0), v); }\nfloat avg(vec4 v) { return dot(vec4(1.0 \/ 4.0), v); }\n\nfloat safe_rcp(float a) { return (a != 0.0) ? (1.0 \/ a) : 0.0; }\nvec2 safe_rcp(vec2 a) { return mix(vec2(0.0), (1.0 \/ a), notEqual(a, vec2(0.0))); }\nvec4 safe_rcp(vec4 a) { return mix(vec4(0.0), (1.0 \/ a), notEqual(a, vec4(0.0))); }\n\nfloat sqr(float a) { return a * a; }\nvec2 sqr(vec2 a) { return a * a; }\nvec3 sqr(vec3 a) { return a * a; }\nvec4 sqr(vec4 a) { return a * a; }\n\nfloat len_squared(vec3 a) { return dot(a, a); }\nfloat len_squared(vec2 a) { return dot(a, a); }\n\n#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)));\n#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)));\n\n\/* clang-format on *\/\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\nfloat distance_squared(vec2 a, vec2 b)\n{\n a -= b;\n return dot(a, a);\n}\n\nfloat distance_squared(vec3 a, vec3 b)\n{\n a -= b;\n return dot(a, a);\n}\n\nvec3 safe_normalize(vec3 v)\n{\n float len = length(v);\n if (isnan(len) || len == 0.0) {\n return vec3(1.0, 0.0, 0.0);\n }\n return v \/ len;\n}\n\nvec3 normalize_len(vec3 v, out float len)\n{\n len = length(v);\n return v \/ len;\n}\n\n\/** \\} *\/\n\n\/* ---------------------------------------------------------------------- *\/\n\/** \\name Fast Math\n * \\{ *\/\n\n\/* [Drobot2014a] Low Level Optimizations for GCN *\/\nfloat fast_sqrt(float v)\n{\n return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));\n}\n\nvec2 fast_sqrt(vec2 v)\n{\n return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));\n}\n\n\/* [Eberly2014] GPGPU Programming for Games and Science *\/\nfloat fast_acos(float v)\n{\n float res = -0.156583 * abs(v) + M_PI_2;\n res *= fast_sqrt(1.0 - abs(v));\n return (v >= 0) ? res : M_PI - res;\n}\n\nvec2 fast_acos(vec2 v)\n{\n vec2 res = -0.156583 * abs(v) + M_PI_2;\n res *= fast_sqrt(1.0 - abs(v));\n v.x = (v.x >= 0) ? res.x : M_PI - res.x;\n v.y = (v.y >= 0) ? res.y : M_PI - res.y;\n return v;\n}\n\n\/** \\} *\/\n\n\/*\n * For debugging purpose mainly.\n * From https:\/\/www.shadertoy.com\/view\/4dsSzr\n * By Morgan McGuire @morgan3d, http:\/\/graphicscodex.com\n * Reuse permitted under the BSD license.\n *\/\nvec3 neon_gradient(float t)\n{\n return clamp(vec3(t * 1.3 + 0.1, sqr(abs(0.43 - t) * 1.7), (1.0 - t) * 1.7), 0.0, 1.0);\n}\n","avg_line_length":30.0225988701,"max_line_length":161,"alphanum_fraction":0.5532555514} {"size":2979,"ext":"shader","lang":"GLSL","max_stars_count":26.0,"content":"\/\/ Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)\nShader \"Hidden\/TerrainEngine\/Details\/BillboardWavingDoublePass\" \/\/ Has to override the internal shaders so named like this\n{\n Properties\n {\n _WavingTint (\"Fade Color\", Color) = (.7,.6,.5, 0)\n _MainTex (\"Base (RGB) Alpha (A)\", 2D) = \"white\" {}\n _WaveAndDistance (\"Wave and distance\", Vector) = (12, 3.6, 1, 1)\n _Cutoff (\"Cutoff\", float) = 0.5\n }\n SubShader\n {\n Tags {\"Queue\" = \"Geometry+200\" \"RenderType\" = \"GrassBillBoard\" \"IgnoreProjectors\" = \"True\" \"RenderPipeline\" = \"LightweightPipeline\" }\/\/\"DisableBatching\"=\"True\"\n Cull Off\n LOD 200\n AlphaTest Greater [_Cutoff]\n ColorMask RGB\n\n Pass\n {\n HLSLPROGRAM\n \/\/ Required to compile gles 2.0 with standard srp library\n #pragma prefer_hlslcc gles\n #pragma exclude_renderers d3d11_9x\n #pragma target 2.0\n\n \/\/ -------------------------------------\n \/\/ Lightweight Pipeline keywords\n #pragma multi_compile _ _MAIN_LIGHT_SHADOWS\n #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE\n #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS\n #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS\n #pragma multi_compile _ _SHADOWS_SOFT\n #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE\n\n \/\/ -------------------------------------\n \/\/ Unity defined keywords\n #pragma multi_compile _ DIRLIGHTMAP_COMBINED\n #pragma multi_compile _ LIGHTMAP_ON\n #pragma multi_compile_fog\n\n \/\/--------------------------------------\n \/\/ GPU Instancing\n #pragma multi_compile_instancing\n\n #pragma vertex WavingGrassBillboardVert\n #pragma fragment LitPassFragmentGrass\n #define _ALPHATEST_ON\n\n #include \"WavingGrassInput.hlsl\"\n #include \"WavingGrassPasses.hlsl\"\n ENDHLSL\n }\n\n Pass\n {\n Tags{\"LightMode\" = \"DepthOnly\"}\n\n ZWrite On\n ColorMask 0\n Cull Off\n\n HLSLPROGRAM\n \/\/ Required to compile gles 2.0 with standard srp library\n #pragma prefer_hlslcc gles\n #pragma exclude_renderers d3d11_9x\n #pragma target 2.0\n\n #pragma vertex DepthOnlyVertex\n #pragma fragment DepthOnlyFragment\n\n \/\/ -------------------------------------\n \/\/ Material Keywords\n #define _ALPHATEST_ON\n #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA\n\n \/\/--------------------------------------\n \/\/ GPU Instancing\n #pragma multi_compile_instancing\n\n #include \"WavingGrassInput.hlsl\"\n #include \"WavingGrassPasses.hlsl\"\n ENDHLSL\n }\n }\n}\n","avg_line_length":34.2413793103,"max_line_length":167,"alphanum_fraction":0.5508559919} {"size":2090,"ext":"frag","lang":"GLSL","max_stars_count":6.0,"content":"#fb_include \n\nlayout(binding = 0) uniform usampler2D v210_input_image;\n\n#ifdef FB_VENDOR_AMD\nlayout(binding = 1) uniform writeonly image2D rgba_output_image;\n#else\nlayout(binding = 1) uniform restrict writeonly image2D rgba_output_image;\n#endif\n\n#ifdef FB_GLSL_FLIP_ORIGIN\nlayout(pixel_center_integer, origin_upper_left) in vec4 gl_FragCoord;\n#else\nlayout(pixel_center_integer) in vec4 gl_FragCoord;\n#endif\n\nin block\n{\n vec2 texcoord;\n} frag_in;\n\nlayout(location = FRG_OUT_COLOR, index = 0) out vec4 out_color;\n\nvoid main()\n{\n\n \/\/ Based on gl_FragCoord, get the group number\n ivec2 target_coords = ivec2(gl_FragCoord.xy);\n\n \/\/ Number of the compressed group\n \/\/ e.g. x = 960 -> group_num = 160\n int v210_x_group_base_num = target_coords.x;\n int v210_y_line_num = target_coords.y;\n\n \/\/ TODO: check if it were faster NOT using the luma and using if's\n \n \/\/ Note that the +1 here accomodates the special case of the assymetric\n \/\/ filter (think it through with a filter_v210_width of 1 what happens\n \/\/ when the pixel_width == 2.\n uint[(1+chroma_filter_v210_width)*6] luma;\n uvec2[(1+chroma_filter_v210_width)*3] chroma;\n\n for (int i = 0; i<(chroma_filter_v210_width+1); ++i)\n {\n \n int v210_x_group_num = v210_x_group_base_num - chroma_filter_v210_offset_left + i;\n const uint luma_base_index = i*6;\n const uint chroma_base_index = luma_base_index\/2;\n\n #fb_include \n\n }\n\n \/\/ This is the layout of the array 'words', \n \/\/ with the indices for horizontal sample location\n \/\/ | Cb_0, Y'_0, Cr_0 | Y'_1, Cb_2, Y'_2 | Cr_2, Y'_3, Cb_4 | Y'_4, Cr_4, Y'_5 |\n\n#ifdef FB_GLSL_FLIP_ORIGIN\n\n target_coords.y = v210_input_image_bounds.y - target_coords.y;\n\n#endif\n\n \/\/ This is the index into the accumulated array\n const uint rgba_horiz_pixel_base_coord = chroma_filter_v210_offset_left*6;\n\n const uvec2 rgba_pixel_base_coords = uvec2(v210_x_group_base_num*6, target_coords.y);\n\n #fb_include \n\n}\n","avg_line_length":29.0277777778,"max_line_length":90,"alphanum_fraction":0.7248803828} {"size":2945,"ext":"shader","lang":"GLSL","max_stars_count":null,"content":"\ufeffShader \"EndlessBoss\/Pixel Lighting Textured\" {\n\tProperties {\n\t\t_Color (\"Main Color\", Color) = (1,1,1,1)\n\t\t_SpecColor (\"Specular Color\", Color) = (1,1,1,1)\n\t\t_MainTex (\"Base (RGB)\", 2D) = \"white\" {}\n\t\t_BumpMap (\"Normalmap\", 2D) = \"bump\" {}\n\t\t_Gloss (\"Gloss\", 2D) = \"white\" {}\n\t\t_Ramp (\"Toon Ramp (RGB)\", 2D) = \"gray\" {} \n\t\t_Shininess (\"Shininess\", Float) = 10\n\t}\n\tSubShader {\n\t\tTags { \"RenderType\" = \"Opaque\" \"LightMode\" = \"ForwardBase\" }\n\t\tLOD 200\n\t\t\n\t\tPass {\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\t\t\t\n\t\t\tuniform float4 _Color;\n\t\t\tuniform float4 _SpecColor;\n\t\t\tuniform sampler2D _MainTex;\n\t\t\tuniform sampler2D _BumpMap;\n\t\t\tuniform sampler2D _Gloss;\n\t\t\tuniform sampler2D _Ramp;\n\t\t\tuniform float4 _MainTex_ST;\n uniform float4 _BumpMap_ST;\n uniform float4 _Gloss_ST;\n\t\t\tuniform float _Shininess;\n\t\t\t\n\t\t\tuniform float4 _LightColor0;\n\t\t\t\n\t\t\tstruct vertexInput {\n\t\t\t\tfloat4 pos : POSITION;\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t};\n\t\t\tstruct vertexOutput {\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\tfloat4 posWorld : TEXCOORD0;\n\t\t\t\tfloat2 uv : TEXCOORD1;\n\t\t\t\tfloat2 uv2 : TEXCOORD2;\n\t\t\t\tfloat2 uv3 : TEXCOORD3;\n\t\t\t};\n\t\t\t\n\t\t\tvertexOutput vert(vertexInput i) {\n\t\t\t\tvertexOutput o;\n\t\t\t\to.pos = mul(UNITY_MATRIX_MVP, i.pos);\n\t\t\t\to.normal = normalize(mul(float4(i.normal, 0.0), _World2Object).xyz);\n\t\t\t\to.posWorld = mul(_Object2World, i.pos);\n\t\t\t\to.uv = TRANSFORM_TEX(i.uv, _MainTex);\n\t\t\t\to.uv2 = TRANSFORM_TEX(i.uv, _BumpMap);\n\t\t\t\to.uv3 = TRANSFORM_TEX(i.uv, _Gloss);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\tfloat4 frag(vertexOutput i) : COLOR {\n\t\t\t\tfloat3 normalDirection = i.normal; \n\t\t\t\t\/\/normalDirection = UnpackNormal(tex2D(_BumpMap, i.uv2));\n\t\t\t\t\/\/normalDirection = normalize(mul(float4(normalDirection, 0.0), _World2Object).xyz);\n\t\t\t\tfloat3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);\n\t\t\t\t\n\t\t\t\tfloat3 lightDirecton;\n\t\t\t\tfloat3 atten;\n\t\t\t\tif (_WorldSpaceLightPos0.w == 0.0) {\n\t\t\t\t\t\/\/ Directional lights\n\t\t\t\t\tlightDirecton = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\t\tatten = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\t\/\/ Point lights\n\t\t\t\t\tlightDirecton = _WorldSpaceLightPos0.xyz - i.posWorld.xyz;\n\t\t\t\t\tatten = 1.0 \/ length(lightDirecton);\n\t\t\t\t\tlightDirecton = normalize(lightDirecton);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat diffuseStrength = saturate(dot(normalDirection, lightDirecton));\n\t\t\t\tfloat specularStrength = saturate(dot(reflect(-lightDirecton, normalDirection), viewDirection));\n\t\t\t\tfloat ramp = tex2D(_Ramp, float2(diffuseStrength * 0.5 + 0.5, 0.5)).r;\n\t\t\t\tfloat3 diffuseColor = atten * ramp\t * _LightColor0.rgb;\n\t\t\t\tfloat3 specularColor = atten * diffuseStrength * tex2D(_Gloss, i.uv3) * pow(specularStrength, _Shininess);\n\t\t\t\tfloat3 totalLighting = diffuseColor + specularColor + UNITY_LIGHTMODEL_AMBIENT.rgb;\n\t\t\t\t\n\t\t\t\treturn float4(totalLighting, 1.0) * tex2D(_MainTex, i.uv);\n\t\t\t}\n\t\t\t\n\t\t\tENDCG\n\t\t}\n\t} \n\tFallBack \"EndlessBoss\/Vertex Lighting\"\n}\n","avg_line_length":31.6666666667,"max_line_length":110,"alphanum_fraction":0.6662139219} {"size":1337,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"#version 410 core\n\nin vec3 surfaceNormal;\nin vec3 toLightVector[4];\nin vec3 toCameraVector;\n\nout vec4 outColor;\n\nuniform vec3 u_objectColor;\nuniform vec3 u_lightColor[4];\nuniform float u_intensity[4];\n\nuniform float u_spectralReflectivity;\nuniform float u_shineDamper;\n\nvoid main() {\n \n vec4 totalDiffuse = vec4(0.0f);\n vec3 totalSpecular = vec3(0.0f);\n for(int i = 0; i < 4; i++) {\n \/\/ Diffuse lighting\n vec3 unitNormal = normalize(surfaceNormal);\n vec3 unitToLight = normalize(toLightVector[i]);\n float brightness = max(dot(unitNormal, unitToLight), 0.0f);\n totalDiffuse += vec4((brightness * u_lightColor[i]), 1.0f) * u_intensity[i];\n \/\/ Specular lighting\n vec3 unitToCamera = normalize(toCameraVector);\n vec3 lightDirection = -unitToLight;\n vec3 reflectedLightDir = reflect(lightDirection, unitNormal);\n float specularFactor = max(dot(reflectedLightDir, unitToCamera), 0.0f);\n float dampedFactor = pow(specularFactor, u_shineDamper);\n totalSpecular += max(dampedFactor * u_spectralReflectivity * u_lightColor[i], 0.0);\n }\n \/\/ Ambient light by letting diffuse not drop to 0\n totalDiffuse = max(totalDiffuse, 0.2f);\n \n outColor = (totalDiffuse * (vec4(u_objectColor, 1.0f) * vec4(1.0f))) + vec4(totalSpecular, 1.0f);\n}\n\n\n\n\n\n","avg_line_length":30.3863636364,"max_line_length":101,"alphanum_fraction":0.6828721017} {"size":468,"ext":"glsl","lang":"GLSL","max_stars_count":13.0,"content":"#pragma glslify: blendReflect = require(.\/reflect)\n\nfloat blendGlow(float base, float blend) {\n\treturn blendReflect(blend,base);\n}\n\nfloat blendGlow(float base, float blend, float opacity) {\n\treturn mix(base, blendReflect(blend,base), opacity);\n}\n\nvec3 blendGlow(vec3 base, vec3 blend) {\n\treturn blendReflect(blend,base);\n}\n\nvec3 blendGlow(vec3 base, vec3 blend, float opacity) {\n\treturn mix(base, blendGlow(base, blend), opacity);\n}\n\n#pragma glslify: export(blendGlow)","avg_line_length":24.6315789474,"max_line_length":57,"alphanum_fraction":0.7478632479} {"size":491,"ext":"fsh","lang":"GLSL","max_stars_count":5039.0,"content":"varying highp vec2 textureCoordinate;\nvarying highp vec2 textureCoordinate2;\n\nuniform sampler2D inputImageTexture;\nuniform sampler2D inputImageTexture2;\n\nuniform mediump mat3 colorConversionMatrix;\n\nvoid main()\n{\n mediump vec3 yuv;\n \n yuv.x = texture2D(inputImageTexture, textureCoordinate).r - (16.0\/255.0);\n yuv.yz = texture2D(inputImageTexture2, textureCoordinate).ra - vec2(0.5, 0.5);\n lowp vec3 rgb = colorConversionMatrix * yuv;\n \n gl_FragColor = vec4(rgb, 1.0);\n}","avg_line_length":27.2777777778,"max_line_length":82,"alphanum_fraction":0.7433808554} {"size":259,"ext":"vert","lang":"GLSL","max_stars_count":4.0,"content":"\nvoid main(void)\n{\n gl_TexCoord[0] = gl_MultiTexCoord0;\n \/\/gl_TexCoord[1] = gl_MultiTexCoord1;\n \/\/gl_TexCoord[3] = gl_MultiTexCoord2;\n gl_TexCoord[3] = gl_MultiTexCoord3;\n\n gl_Position = gl_ProjectionMatrix * gl_Vertex;\n \/\/gl_Position = ftransform();\n}\n","avg_line_length":21.5833333333,"max_line_length":48,"alphanum_fraction":0.7258687259} {"size":273,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"#version 430 core\n\n\/\/ In\nsmooth in highp vec2 texCoord;\n\n\/\/ Uni\nuniform sampler2D uni_Texture1;\nuniform sampler2D uni_Texture2;\n\n\/\/ Out\nout vec4 out_Color;\n\nvoid main()\n{\n out_Color = texture2D(uni_Texture1, texCoord) + texture2D(uni_Texture2, texCoord);\n}\n","avg_line_length":16.0588235294,"max_line_length":86,"alphanum_fraction":0.7106227106} {"size":100,"ext":"frag","lang":"GLSL","max_stars_count":5.0,"content":"#version 330 core\n\nout vec4 FragColor;\n\nvoid main()\n{\n\tFragColor = vec4(1.0f, 1.0f, 1.0f, 0.25f);\n}\n","avg_line_length":11.1111111111,"max_line_length":43,"alphanum_fraction":0.64} {"size":5946,"ext":"shader","lang":"GLSL","max_stars_count":7.0,"content":"\ufeffShader \"Surface Shader CG (Specular Setup)\"\n{\n Properties\n\t{\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n _MainTex(\"Albedo\", 2D) = \"white\" {}\n\n _Cutoff(\"Alpha Cutoff\", Range(0.0, 1.0)) = 0.5\n\n _Glossiness(\"Smoothness\", Range(0.0, 1.0)) = 0.5\n _GlossMapScale(\"Smoothness Factor\", Range(0.0, 1.0)) = 1.0\n [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel (\"Smoothness texture channel\", Float) = 0\n\n _SpecColor(\"Specular\", Color) = (0.2,0.2,0.2)\n _SpecGlossMap(\"Specular\", 2D) = \"white\" {}\n [ToggleOff] _SpecularHighlights(\"Specular Highlights\", Float) = 1.0\n [ToggleOff] _GlossyReflections(\"Glossy Reflections\", Float) = 1.0\n\n _BumpScale(\"Scale\", Float) = 1.0\n _BumpMap(\"Normal Map\", 2D) = \"bump\" {}\n\n _Parallax (\"Height Scale\", Range (0.005, 0.08)) = 0.02\n _ParallaxMap (\"Height Map\", 2D) = \"black\" {}\n\n _OcclusionStrength(\"Strength\", Range(0.0, 1.0)) = 1.0\n _OcclusionMap(\"Occlusion\", 2D) = \"white\" {}\n\n _EmissionColor(\"Color\", Color) = (0,0,0)\n _EmissionMap(\"Emission\", 2D) = \"white\" {}\n\n _DetailMask(\"Detail Mask\", 2D) = \"white\" {}\n\n _DetailAlbedoMap(\"Detail Albedo x2\", 2D) = \"grey\" {}\n _DetailNormalMapScale(\"Scale\", Float) = 1.0\n _DetailNormalMap(\"Normal Map\", 2D) = \"bump\" {}\n\n [Enum(UV0,0,UV1,1)] _UVSec (\"UV Set for secondary textures\", Float) = 0\n\t\t\n\t\t\/\/ Blending state\n [HideInInspector] _Mode (\"__mode\", Float) = 0.0\n\t\t[HideInInspector] _Layer (\"__layer\", Float) = 0.0\n [HideInInspector] _SrcBlend (\"__src\", Float) = 1.0\n [HideInInspector] _DstBlend (\"__dst\", Float) = 0.0\n [HideInInspector] _ZWrite (\"__zw\", Float) = 1.0\n\t\t[HideInInspector] _Cull (\"__cull\", Float) = 0.0\n\t}\n\t\n\tCGINCLUDE\n\t\t#define _SPECULAR_WORKFLOW\n ENDCG\n\t\n SubShader\n {\n\t\tTags \n\t\t{\n\t\t\t\"RenderType\"=\"Opaque\" \n\t\t}\n LOD 300\n\t\n \/\/ ------------------------------------------------------------------\n \/\/ Base forward pass (directional light, emission, lightmaps, ...)\n Pass\n {\n Name \"FORWARD\"\n Tags { \"LightMode\" = \"ForwardBase\" }\n\n Blend [_SrcBlend] [_DstBlend]\n ZWrite [_ZWrite]\n\n CGPROGRAM\n #pragma target 3.0\n\n \/\/ -------------------------------------\n\n #pragma shader_feature_local _NORMALMAP\n #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON\n #pragma shader_feature _EMISSION\n #pragma shader_feature_local _SPECGLOSSMAP\n #pragma shader_feature_local _DETAIL_MULX2\n #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF\n #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF\n #pragma shader_feature_local _PARALLAXMAP\n\n #pragma multi_compile_fwdbase\n #pragma multi_compile_fog\n #pragma multi_compile_instancing\n \/\/ Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.\n \/\/#pragma multi_compile _ LOD_FADE_CROSSFADE\n\n #pragma vertex vert\n #pragma fragment fragBase\n #include \"CGIncludes\/SurfaceShaderShared.cginc\"\n\n ENDCG\n }\n \/\/ ------------------------------------------------------------------\n \/\/ Additive forward pass (one light per pass)\n Pass\n {\n Name \"FORWARD_DELTA\"\n Tags { \"LightMode\" = \"ForwardAdd\" }\n Blend [_SrcBlend] One\n Fog { Color (0,0,0,0) } \/\/ in additive pass fog should be black\n ZWrite Off\n ZTest LEqual\n\n CGPROGRAM\n #pragma target 3.0\n\n \/\/ -------------------------------------\n\n #pragma shader_feature_local _NORMALMAP\n #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON\n #pragma shader_feature_local _SPECGLOSSMAP\n #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF\n #pragma shader_feature_local _DETAIL_MULX2\n #pragma shader_feature_local _PARALLAXMAP\n\n #pragma multi_compile_fwdadd_fullshadows\n #pragma multi_compile_fog\n \/\/ Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.\n \/\/#pragma multi_compile _ LOD_FADE_CROSSFADE\n\n #pragma vertex vert\n #pragma fragment fragAdd\n #include \"CGIncludes\/SurfaceShaderShared.cginc\"\n\n ENDCG\n }\n \/\/ ------------------------------------------------------------------\n \/\/ Shadow rendering pass\n Pass \n\t\t{\n Name \"ShadowCaster\"\n Tags { \"LightMode\" = \"ShadowCaster\" }\n\n ZWrite On ZTest LEqual\n\n CGPROGRAM\n #pragma target 3.0\n\n \/\/ -------------------------------------\n\n\n #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON\n #pragma shader_feature_local _SPECGLOSSMAP\n #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A\n #pragma shader_feature_local _PARALLAXMAP\n #pragma multi_compile_shadowcaster\n #pragma multi_compile_instancing\n \/\/ Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.\n \/\/#pragma multi_compile _ LOD_FADE_CROSSFADE\n\n #pragma vertex vertShadowCaster\n #pragma fragment fragShadowCaster\n\n #include \"UnityStandardShadow.cginc\"\n\n ENDCG\n }\n\t}\n\t\n\tCustomEditor \"SurfaceShaderCGGUI\"\n}\n ","avg_line_length":35.6047904192,"max_line_length":142,"alphanum_fraction":0.5795492768} {"size":7962,"ext":"shader","lang":"GLSL","max_stars_count":1.0,"content":"\/\/ Made with Amplify Shader Editor\n\/\/ Available at the Unity Asset Store - http:\/\/u3d.as\/y3X \nShader \"Hidden\/Poi\/TexturePacker\"\n{\n\tProperties\n\t{\n\t\t_Invert_Red(\"Invert_Red\", Float) = 0\n\t\t_Invert_Green(\"Invert_Green\", Float) = 0\n\t\t_Invert_Blue(\"Invert_Blue\", Float) = 0\n\t\t_Invert_Alpha(\"Invert_Alpha\", Float) = 0\n\t\t_Red(\"Red\", 2D) = \"white\" {}\n\t\t_Green(\"Green\", 2D) = \"white\" {}\n\t\t_Blue(\"Blue\", 2D) = \"white\" {}\n\t\t_Alpha(\"Alpha\", 2D) = \"white\" {}\n\t\t[HideInInspector] _texcoord( \"\", 2D ) = \"white\" {}\n\t}\n\t\n\tSubShader\n\t{\n\t\tTags { \"RenderType\"=\"Opaque\" }\n\t\tLOD 100\n\t\tCGINCLUDE\n\t\t#pragma target 3.0\n\t\tENDCG\n\t\tBlend Off\n\t\tCull Back\n\t\tColorMask RGBA\n\t\tZWrite On\n\t\tZTest LEqual\n\t\tOffset 0 , 0\n\t\t\n\t\t\n\n\t\tPass\n\t\t{\n\t\t\tName \"Unlit\"\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#pragma multi_compile_instancing\n\t\t\t#include \"UnityCG.cginc\"\n\t\t\t\n\n\t\t\tstruct appdata\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t\tfloat4 ase_texcoord : TEXCOORD0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat4 ase_texcoord : TEXCOORD0;\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t};\n\n\t\t\tuniform sampler2D _Red;\n\t\t\tuniform float4 _Red_ST;\n\t\t\tuniform float _Invert_Red;\n\t\t\tuniform sampler2D _Green;\n\t\t\tuniform float4 _Green_ST;\n\t\t\tuniform float _Invert_Green;\n\t\t\tuniform sampler2D _Blue;\n\t\t\tuniform float4 _Blue_ST;\n\t\t\tuniform float _Invert_Blue;\n\t\t\tuniform sampler2D _Alpha;\n\t\t\tuniform float4 _Alpha_ST;\n\t\t\tuniform float _Invert_Alpha;\n\t\t\t\n\t\t\tv2f vert ( appdata v )\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(v);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\tUNITY_TRANSFER_INSTANCE_ID(v, o);\n\n\t\t\t\to.ase_texcoord.xy = v.ase_texcoord.xy;\n\t\t\t\t\n\t\t\t\t\/\/setting value to unused interpolator channels and avoid initialization warnings\n\t\t\t\to.ase_texcoord.zw = 0;\n\t\t\t\t\n\t\t\t\tv.vertex.xyz += float3(0,0,0) ;\n\t\t\t\to.vertex = UnityObjectToClipPos(v.vertex);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\tfixed4 frag (v2f i ) : SV_Target\n\t\t\t{\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tfixed4 finalColor;\n\t\t\t\tfloat2 uv_Red = i.ase_texcoord.xy * _Red_ST.xy + _Red_ST.zw;\n\t\t\t\tfloat4 tex2DNode28 = tex2D( _Red, uv_Red );\n\t\t\t\tfloat4 temp_cast_0 = (_Invert_Red).xxxx;\n\t\t\t\tfloat4 lerpResult27 = lerp( tex2DNode28 , ( temp_cast_0 - tex2DNode28 ) , _Invert_Red);\n\t\t\t\tfloat2 uv_Green = i.ase_texcoord.xy * _Green_ST.xy + _Green_ST.zw;\n\t\t\t\tfloat4 tex2DNode12 = tex2D( _Green, uv_Green );\n\t\t\t\tfloat4 temp_cast_2 = (_Invert_Green).xxxx;\n\t\t\t\tfloat4 lerpResult20 = lerp( tex2DNode12 , ( temp_cast_2 - tex2DNode12 ) , _Invert_Green);\n\t\t\t\tfloat2 uv_Blue = i.ase_texcoord.xy * _Blue_ST.xy + _Blue_ST.zw;\n\t\t\t\tfloat4 tex2DNode14 = tex2D( _Blue, uv_Blue );\n\t\t\t\tfloat4 temp_cast_4 = (_Invert_Blue).xxxx;\n\t\t\t\tfloat4 lerpResult21 = lerp( tex2DNode14 , ( temp_cast_4 - tex2DNode14 ) , _Invert_Blue);\n\t\t\t\tfloat2 uv_Alpha = i.ase_texcoord.xy * _Alpha_ST.xy + _Alpha_ST.zw;\n\t\t\t\tfloat4 tex2DNode13 = tex2D( _Alpha, uv_Alpha );\n\t\t\t\tfloat4 temp_cast_6 = (_Invert_Alpha).xxxx;\n\t\t\t\tfloat4 lerpResult19 = lerp( tex2DNode13 , ( temp_cast_6 - tex2DNode13 ) , _Invert_Alpha);\n\t\t\t\tfloat4 appendResult30 = (float4(lerpResult27.r , lerpResult20.r , lerpResult21.r , lerpResult19.r));\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tfinalColor = appendResult30;\n\t\t\t\treturn finalColor;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tCustomEditor 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{"size":1744,"ext":"shader","lang":"GLSL","max_stars_count":1.0,"content":"\ufeff\/\/\n\/\/ OutlineFill.shader\n\/\/ QuickOutline\n\/\/\n\/\/ Created by Chris Nolet on 2\/21\/18.\n\/\/ Copyright \u00a9 2018 Chris Nolet. All rights reserved.\n\/\/\n\nShader \"Custom\/Outline Fill\" {\n Properties {\n [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest(\"ZTest\", Float) = 0\n\n _OutlineColor(\"Outline Color\", Color) = (1, 1, 1, 1)\n _OutlineWidth(\"Outline Width\", Range(0, 10)) = 2\n }\n\n SubShader {\n Tags {\n \"Queue\" = \"Transparent+110\"\n \"RenderType\" = \"Transparent\"\n \"DisableBatching\" = \"True\"\n }\n\n Pass {\n Name \"Fill\"\n Cull Off\n ZTest [_ZTest]\n ZWrite Off\n Blend SrcAlpha OneMinusSrcAlpha\n ColorMask RGB\n\n Stencil {\n Ref 1\n Comp NotEqual\n }\n\n CGPROGRAM\n #include \"UnityCG.cginc\"\n\n #pragma vertex vert\n #pragma fragment frag\n\n struct appdata {\n float4 vertex : POSITION;\n float3 normal : NORMAL;\n float3 smoothNormal : TEXCOORD3;\n UNITY_VERTEX_INPUT_INSTANCE_ID\n };\n\n struct v2f {\n float4 position : SV_POSITION;\n fixed4 color : COLOR;\n UNITY_VERTEX_OUTPUT_STEREO\n };\n\n uniform fixed4 _OutlineColor;\n uniform float _OutlineWidth;\n\n v2f vert(appdata input) {\n v2f output;\n\n float3 normal = input.smoothNormal;\n float3 viewPosition = UnityObjectToViewPos(input.vertex);\n float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal)); \n\n output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth \/ 1000.0);\n output.color = _OutlineColor;\n\n return output;\n }\n\n fixed4 frag(v2f input) : SV_Target {\n return input.color;\n }\n ENDCG\n }\n }\n}\n","avg_line_length":22.0759493671,"max_line_length":115,"alphanum_fraction":0.6072247706} {"size":3013,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"\ufeff\/\/!#version 450 \/\/ Comments with \/\/! are for tricking the Visual Studio GLSL plugin into doing the right thing\n\/\/!#extension GL_KHR_vulkan_glsl: enable\n\n\/\/ Resource Sets \/ Uniforms \nlayout(binding = 1) uniform sampler PaletteSampler; \/\/! \/\/ vdspv_0_3\nlayout(binding = 2) uniform sampler TextureSampler; \/\/! \/\/ vdspv_0_5\nlayout(binding = 3) uniform texture2DArray Floors; \/\/! \/\/ vdspv_0_6\nlayout(binding = 4) uniform texture2DArray Walls; \/\/! \/\/ vdspv_0_7\n\n#include \"CommonResources.glsl\"\n\n\/\/ TODO: Lighting info\n\n\/\/ Vertex & Instance data piped through from vertex shader\nlayout(location = 0) in vec2 iTexCoords; \/\/ Texture Coordinates\nlayout(location = 1) in flat uint iTextures; \/\/ Textures\nlayout(location = 2) in flat uint iFlags; \/\/ Flags\n\nlayout(location = 0) out vec4 OutputColor;\n\nvoid main()\n{\n\tfloat floorLayer = float(iTextures & 0x000000ff);\n\tfloat ceilingLayer = float((iTextures & 0x0000ff00) >> 8);\n\tfloat wallLayer = float((iTextures & 0x00ff0000) >> 16);\n\tfloat overlayLayer = float((iTextures & 0xff000000) >> 24);\n\n\tvec4 color;\n\tswitch (iFlags & TF_TEXTURE_TYPE_MASK)\n\t{\n\t\tcase TF_TEXTURE_TYPE_FLOOR:\n\t\t\tcolor = texture(sampler2DArray(Floors, TextureSampler), vec3(iTexCoords, floorLayer)); \/\/! {}\n\t\t\tbreak;\n\t\tcase TF_TEXTURE_TYPE_CEILING:\n\t\t\tcolor = texture(sampler2DArray(Floors, TextureSampler), vec3(iTexCoords, ceilingLayer)); \/\/! {}\n\t\t\tbreak;\n\t\tcase TF_TEXTURE_TYPE_WALL:\n\t\t\tcolor = texture(sampler2DArray(Walls, TextureSampler), vec3(iTexCoords, wallLayer)); \/\/! {}\n\t\t\tbreak;\n\t}\n\n#ifdef USE_PALETTE\n\tfloat redChannel = color[0];\n\tfloat index = 255.0f * redChannel;\n\tif(index == 0)\n\t\tcolor = vec4(0.0f, 0.0f, 0.0f, 0.0f);\n\t\tcolor = vec4(0.0f, 0.0f, 0.0f, 0.0f);\n\telse\n\t\tcolor = texture(sampler2D(uPalette, PaletteSampler), vec2(redChannel, 0.0f)); \/\/! {}\n#endif\n\t\/\/ else if(color.x != 0) color = vec4(color.xx, 0.5f, 1.0f);\n\n\tif(color.w == 0.0f)\n\t\tdiscard;\n\n\tif((iFlags & TF_HIGHLIGHT) != 0) color = color * 1.2; \/\/ Highlight\n\tif((iFlags & TF_RED_TINT) != 0) color = vec4(color.x * 1.5f + 0.3f, color.yzw); \/\/ Red tint\n\tif((iFlags & TF_GREEN_TINT) != 0) color = vec4(color.x, color.y * 1.5f + 0.3f, color.zw); \/\/ Green tint\n\tif((iFlags & TF_BLUE_TINT) != 0) color = vec4(color.xy, color.z * 1.5f + 0.f, color.w); \/\/ Blue tint\n\tif((iFlags & TF_TRANSPARENT) != 0) color = vec4(color.xyz, color.w * 0.5f); \/\/ Transparent\n\tif((iFlags & TF_NO_TEXTURE) != 0) {\n\t\tif ((iFlags & TF_TEXTURE_TYPE_MASK) == TF_TEXTURE_TYPE_FLOOR)\n\t\t\tcolor = vec4(floorLayer \/ 255.0f, floorLayer \/ 255.0f, floorLayer \/ 255.0f, 1.0f);\n\t\telse if ((iFlags & TF_TEXTURE_TYPE_MASK) == TF_TEXTURE_TYPE_CEILING)\n\t\t\tcolor = vec4(ceilingLayer \/ 255.0f, ceilingLayer \/ 255.0f, ceilingLayer \/ 255.0f, 1.0f);\n\t\telse \/\/ TF_TEXTURE_TYPE_WALL\n\t\t\tcolor = vec4(wallLayer \/ 255.0f, wallLayer \/ 255.0f, wallLayer \/ 255.0f, 1.0f);\n\t}\n\n\tOutputColor = color;\n\tfloat depth = (color.w == 0.0f) ? 0.0f : gl_FragCoord.z;\n\tgl_FragDepth = ((u_engine_flags & EF_FLIP_DEPTH_RANGE) != 0) ? 1.0f - depth : depth;\n}\n\n","avg_line_length":40.1733333333,"max_line_length":111,"alphanum_fraction":0.6810487886} {"size":216,"ext":"glsl","lang":"GLSL","max_stars_count":null,"content":"#include \"Version.glsl\"\n\nlayout(std140) uniform View\n{\n mat4 uWorldToView;\n mat4 uViewToWorld;\n\n mat4 uViewToClip;\n mat4 uClipToView;\n\n mat4 uWorldToClip;\n mat4 uClipToWorld;\n\n vec3 uCameraPosition;\n};\n","avg_line_length":13.5,"max_line_length":27,"alphanum_fraction":0.712962963} {"size":1265,"ext":"frag","lang":"GLSL","max_stars_count":null,"content":"#version 150 core\n\nprecision highp float;\n\n#define PI 3.14159265359\n\nuniform sampler2D tex0;\n\nin vec2 coord;\nout vec4 target;\n\nfloat dt = 1.\/2048.;\nfloat k = 1e0;\n\/\/vec2 position[] = {vec2(0.)};\nvec2 position[] = {vec2(1., 0.)\/2., vec2(cos(2.*PI\/3.), sin(2.*PI\/3.))\/2., vec2(cos(4.*PI\/3.), sin(4.*PI\/3.))\/2.};\nuint len = 3;\nint i;\n\nvoid main() {\n\tvec2 st = coord.st;\n\tst += vec2(1.0);\n\tst \/= 2.0;\n\tvec4 position_velocity = texture(tex0, st);\n\tvec2 pos = position_velocity.st;\n\tvec2 speed = position_velocity.pq;\n\tvec2 acc = vec2(0.);\n\tfor(i = 0; i < len; i++) {\n\t\t\/\/vec2 a = k \/ pow(length(position[i] - pos), 2.) * normalize(position[i] - pos);\n\t\tvec2 a;\n\t\tfloat epsilon = 1e-6, l = length(position[i] - pos);\n\t\tif(l > epsilon) {\n\t\t\ta = k * pow(l, -2.) * normalize(position[i] - pos);\n\t\t}\n\t\telse {\n\t\t\tfloat s = length(speed);\n\t\t\tif(s != 0.) {\n\t\t\t\ta = 60 * speed \/ s;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tvec2 o = vec2(0.);\n\t\t\t\ta = k * pow(length(o - pos), -3.) * (o - pos);\n\t\t\t}\n\t\t\t\n\t\t}\n\t\t\/\/acc += clamp(vec2(-60.), vec2(60), a);\n\t\tacc += a;\n\t}\n\t\/\/pos += speed * dt;\n\t\/\/speed += acc * dt;\n\ttarget = vec4(pos + speed * dt, speed + acc * dt);\n\t\/\/target = texture(tex0, st);\n\t\/\/target = position_velocity;\n\t\/\/target = vec4(pos, vec2(2.0));\n\t\/\/target = vec4(vec3(length(beta)), 1.);\n}\n\n","avg_line_length":22.1929824561,"max_line_length":114,"alphanum_fraction":0.5549407115} {"size":195,"ext":"glsl","lang":"GLSL","max_stars_count":1.0,"content":"\/*\r\n * Copyright LWJGL. All rights reserved.\r\n * License terms: http:\/\/lwjgl.org\/license.php\r\n *\/\r\n#version 110\r\n\r\nvoid main(void) {\r\n\t\/* Nothing to do here... we are only rendering depth *\/\r\n}\r\n","avg_line_length":19.5,"max_line_length":57,"alphanum_fraction":0.641025641} {"size":1046,"ext":"glsl","lang":"GLSL","max_stars_count":9.0,"content":"#version 310 es\n\nlayout(rgba16ui) uniform highp writeonly uimage2D arg_0;\nvoid textureStore_0c3dff() {\n imageStore(arg_0, ivec2(0, 0), uvec4(0u, 0u, 0u, 0u));\n}\n\nvec4 vertex_main() {\n textureStore_0c3dff();\n return vec4(0.0f, 0.0f, 0.0f, 0.0f);\n}\n\nvoid main() {\n vec4 inner_result = vertex_main();\n gl_Position = inner_result;\n gl_Position.y = -(gl_Position.y);\n gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);\n return;\n}\n#version 310 es\nprecision mediump float;\n\nlayout(rgba16ui) uniform highp writeonly uimage2D arg_0;\nvoid textureStore_0c3dff() {\n imageStore(arg_0, ivec2(0, 0), uvec4(0u, 0u, 0u, 0u));\n}\n\nvoid fragment_main() {\n textureStore_0c3dff();\n}\n\nvoid main() {\n fragment_main();\n return;\n}\n#version 310 es\n\nlayout(rgba16ui) uniform highp writeonly uimage2D arg_0;\nvoid textureStore_0c3dff() {\n imageStore(arg_0, ivec2(0, 0), uvec4(0u, 0u, 0u, 0u));\n}\n\nvoid compute_main() {\n textureStore_0c3dff();\n}\n\nlayout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\nvoid main() {\n compute_main();\n return;\n}\n","avg_line_length":20.1153846154,"max_line_length":64,"alphanum_fraction":0.6969407266}