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????????p??????????????$&*???????28????????JXt????????gs??????????????????											#define _Y_INVERTED_ 1#define _SCREEN_FLIPPED_ 1#define _INSTANCE_COUNT_ #define gl_InstanceID gl_InstanceIndexefk_backgroundefk_depthlayout(set = 0, binding = 0) uniform Block {layout(set = 1, binding = 0) uniform Block {layout(binding = 0) uniform Block {lightDirectionlightColorlightAmbientColor#define _MATERIAL_LIT_ 1cameraMat

#ifdef EFK__INSTANCING_DISABLED__
uniform vec4 customData1;
#else
uniform vec4 customData1s[_INSTANCE_COUNT_];
#endif


#ifdef EFK__INSTANCING_DISABLED__
uniform vec4 customData2;
#else
uniform vec4 customData2s[_INSTANCE_COUNT_];
#endif
};$F1$float$F2$vec2$F3$vec3$F4$vec4$TIME$predefined_uniform.x$EFFECTSCALE$predefined_uniform.y$UV$uv$MODmodConvertFromSRGBTexture($TEX_P$TEX_STEX2D(,GetUV(), 0.0)))vec4(,0.0,1.0)//$C_IN1$LAYOUT() IN  atCustomData1;//$C_OUT1$OUT mediump  v_CustomData1;//$C_PIN1$IN mediump //$C_IN2$ atCustomData2;//$C_OUT2$ v_CustomData2;//$C_PIN2$#define FRAGCOLOR out_flagColorlayout(location = 0) out vec4 out_flagColor;
#version 450
#define LAYOUT(ind) layout(location = ind)
#define lowp
#define mediump
#define highp
#define IN in
#define OUT out
#define CENTROID centroid


#define LAYOUT(ind) 

#define MOD mod
#define FRAC fract
#define LERP mix

float atan2(in float y, in float x) {
    return x == 0.0 ? sign(y)* 3.141592 / 2.0 : atan(y, x);
}




// Dummy
float CalcDepthFade(vec2 screenUV, float meshZ, float softParticleParam) { return 1.0; }


#define TEX2D textureLod



#define TEX2D texture

layout(set = , binding = ) uniform sampler2D layout(binding = uniform 

#define FLT_EPSILON 1.192092896e-07f

vec3 PositivePow(vec3 base, vec3 power)
{
	return pow(max(abs(base), vec3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
}

vec3 LinearToSRGB(vec3 c)
{
	return max(1.055 * PositivePow(c, vec3(0.416666667,0.416666667,0.416666667)) - 0.055, 0.0);
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (predefined_uniform.z == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec3 SRGBToLinear(vec3 c)
{
	return min(c, c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (predefined_uniform.z == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

 customData1 = atCustomData1;
#ifndef EFK__INSTANCING_DISABLED__ customData1 = customData1s[int(gl_InstanceID)];
#endifv_CustomData1 = customData1 customData2 = atCustomData2;
 customData2 = customData2s[int(gl_InstanceID)];
v_CustomData2 = customData2 customData1 = v_CustomData1;
 customData2 = v_CustomData2;
.xy.xyz.xyzwmat4

LAYOUT(0) IN vec4 atPosition;
LAYOUT(1) IN vec4 atColor;
LAYOUT(2) IN vec4 atTexCoord;

LAYOUT(0) CENTROID OUT lowp vec4 v_VColor;
LAYOUT(1) CENTROID OUT mediump vec2 v_UV1;
LAYOUT(2) CENTROID OUT mediump vec2 v_UV2;
LAYOUT(3) OUT mediump vec4 v_WorldN_PX;
LAYOUT(4) OUT mediump vec4 v_WorldB_PY;
LAYOUT(5) OUT mediump vec4 v_WorldT_PZ;
LAYOUT(6) OUT mediump vec4 v_PosP;


LAYOUT(0) IN vec4 atPosition;
LAYOUT(1) IN vec4 atColor;
LAYOUT(2) IN vec3 atNormal;
LAYOUT(3) IN vec3 atTangent;
LAYOUT(4) IN vec2 atTexCoord;
LAYOUT(5) IN vec2 atTexCoord2;
//$C_IN1$
//$C_IN2$

LAYOUT(0) CENTROID OUT lowp vec4 v_VColor;
LAYOUT(1) CENTROID OUT mediump vec2 v_UV1;
LAYOUT(2) CENTROID OUT mediump vec2 v_UV2;
LAYOUT(3) OUT mediump vec4 v_WorldN_PX;
LAYOUT(4) OUT mediump vec4 v_WorldB_PY;
LAYOUT(5) OUT mediump vec4 v_WorldT_PZ;
LAYOUT(6) OUT mediump vec4 v_PosP;
//$C_OUT1$
//$C_OUT2$


LAYOUT(0) IN vec4 a_Position;
LAYOUT(1) IN vec3 a_Normal;
LAYOUT(2) IN vec3 a_Binormal;
LAYOUT(3) IN vec3 a_Tangent;
LAYOUT(4) IN vec2 a_TexCoord;
LAYOUT(5) IN vec4 a_Color;


LAYOUT(0) CENTROID OUT lowp vec4 v_VColor;
LAYOUT(1) CENTROID OUT mediump vec2 v_UV1;
LAYOUT(2) CENTROID OUT mediump vec2 v_UV2;
LAYOUT(3) OUT mediump vec4 v_WorldN_PX;
LAYOUT(4) OUT mediump vec4 v_WorldB_PY;
LAYOUT(5) OUT mediump vec4 v_WorldT_PZ;
LAYOUT(6) OUT mediump vec4 v_PosP;
//$C_OUT1$
//$C_OUT2$


LAYOUT(0) CENTROID IN lowp vec4 v_VColor;
LAYOUT(1) CENTROID IN mediump vec2 v_UV1;
LAYOUT(2) CENTROID IN mediump vec2 v_UV2;
LAYOUT(3) IN mediump vec4 v_WorldN_PX;
LAYOUT(4) IN mediump vec4 v_WorldB_PY;
LAYOUT(5) IN mediump vec4 v_WorldT_PZ;
LAYOUT(6) IN mediump vec4 v_PosP;
//$C_PIN1$
//$C_PIN2$


uniform mat4 uMatCamera;
uniform mat4 uMatProjection;
uniform vec4 mUVInversed;
uniform vec4 predefined_uniform;
uniform vec4 cameraPosition;


uniform mat4 uMatCamera;
uniform mat4 uMatProjection;
uniform vec4 mUVInversed;
uniform vec4 predefined_uniform;
uniform vec4 cameraPosition;


uniform mat4 ProjectionMatrix;

#ifdef EFK__INSTANCING_DISABLED__

uniform mat4 ModelMatrix;
uniform vec4 UVOffset;
uniform vec4 ModelColor;

#else

uniform mat4 ModelMatrix[_INSTANCE_COUNT_];
uniform vec4 UVOffset[_INSTANCE_COUNT_];
uniform vec4 ModelColor[_INSTANCE_COUNT_];

#endif

uniform vec4 mUVInversed;
uniform vec4 predefined_uniform;
uniform vec4 cameraPosition;


uniform vec4 mUVInversedBack;
uniform vec4 predefined_uniform;
uniform vec4 cameraPosition;
uniform vec4 reconstructionParam1;
uniform vec4 reconstructionParam2;



vec2 GetUV(vec2 uv)
{
	uv.y = mUVInversed.x + mUVInversed.y * uv.y;
	return uv;
}

vec2 GetUVBack(vec2 uv)
{
	uv.y = mUVInversed.z + mUVInversed.w * uv.y;
	return uv;
}

void main() {
	vec3 worldPos = atPosition.xyz;
	vec3 objectScale = vec3(1.0, 1.0, 1.0);

	// Dummy
	vec2 screenUV = vec2(0.0, 0.0);
	float meshZ = 0.0;

	// UV
	vec2 uv1 = atTexCoord.xy;
	//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;
	vec2 uv2 = uv1;

	// NBT
	vec3 worldNormal = vec3(0.0, 0.0, 0.0);
	vec3 worldBinormal = vec3(0.0, 0.0, 0.0);
	vec3 worldTangent = vec3(0.0, 0.0, 0.0);
	v_WorldN_PX.xyz = worldNormal;
	v_WorldB_PY.xyz = worldBinormal;
	v_WorldT_PZ.xyz = worldTangent;

	vec3 pixelNormalDir = worldNormal;
	vec4 vcolor = atColor;


vec2 GetUV(vec2 uv)
{
	uv.y = mUVInversed.x + mUVInversed.y * uv.y;
	return uv;
}

vec2 GetUVBack(vec2 uv)
{
	uv.y = mUVInversed.z + mUVInversed.w * uv.y;
	return uv;
}

void main() {
	vec3 worldPos = atPosition.xyz;
	vec3 objectScale = vec3(1.0, 1.0, 1.0);

	// Dummy
	vec2 screenUV = vec2(0.0, 0.0);
	float meshZ = 0.0;

	// UV
	vec2 uv1 = atTexCoord.xy;
	//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;
	vec2 uv2 = atTexCoord2.xy;
	//uv2.y = mUVInversed.x + mUVInversed.y * uv2.y;

	// NBT
	vec3 worldNormal = (atNormal - vec3(0.5, 0.5, 0.5)) * 2.0;
	vec3 worldTangent = (atTangent - vec3(0.5, 0.5, 0.5)) * 2.0;
	vec3 worldBinormal = cross(worldNormal, worldTangent);

	v_WorldN_PX.xyz = worldNormal;
	v_WorldB_PY.xyz = worldBinormal;
	v_WorldT_PZ.xyz = worldTangent;
	vec3 pixelNormalDir = worldNormal;
	vec4 vcolor = atColor;


vec2 GetUV(vec2 uv)
{
	uv.y = mUVInversed.x + mUVInversed.y * uv.y;
	return uv;
}

vec2 GetUVBack(vec2 uv)
{
	uv.y = mUVInversed.z + mUVInversed.w * uv.y;
	return uv;
}


void main()
{
#ifdef EFK__INSTANCING_DISABLED__
	mat4 modelMatrix = ModelMatrix;
	vec4 uvOffset = UVOffset;
	vec4 modelColor = ModelColor * a_Color;
#else
	mat4 modelMatrix = ModelMatrix[int(gl_InstanceID)];
	vec4 uvOffset = UVOffset[int(gl_InstanceID)];
	vec4 modelColor = ModelColor[int(gl_InstanceID)] * a_Color;
#endif

	mat3 modelMatRot = mat3(modelMatrix);
	vec3 worldPos = (modelMatrix * a_Position).xyz;
	vec3 worldNormal = normalize(modelMatRot * a_Normal);
	vec3 worldBinormal = normalize(modelMatRot * a_Binormal);
	vec3 worldTangent = normalize(modelMatRot * a_Tangent);
	vec3 objectScale = vec3(1.0, 1.0, 1.0);

	// Calculate ObjectScale
	objectScale.x = length(modelMatRot * vec3(1.0, 0.0, 0.0));
	objectScale.y = length(modelMatRot * vec3(0.0, 1.0, 0.0));
	objectScale.z = length(modelMatRot * vec3(0.0, 0.0, 1.0));

	// UV
	vec2 uv1 = a_TexCoord.xy * uvOffset.zw + uvOffset.xy;
	vec2 uv2 = a_TexCoord.xy;

	//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;
	//uv1.y = mUVInversed.x + mUVInversed.y * uv1.y;

	vec3 pixelNormalDir = worldNormal;
	
	vec4 vcolor = modelColor;

	// Dummy
	vec2 screenUV = vec2(0.0, 0.0);
	float meshZ = 0.0;


	worldPos = worldPos + worldPositionOffset;

	vec4 cameraPos = uMatCamera * vec4(worldPos, 1.0);
	cameraPos = cameraPos / cameraPos.w;

	gl_Position = uMatProjection * cameraPos;

	v_WorldN_PX.w = worldPos.x;
	v_WorldB_PY.w = worldPos.y;
	v_WorldT_PZ.w = worldPos.z;
	v_VColor = vcolor;

	v_UV1 = uv1;
	v_UV2 = uv2;
	//v_ScreenUV.xy = gl_Position.xy / gl_Position.w;
	//v_ScreenUV.xy = vec2(v_ScreenUV.x + 1.0, v_ScreenUV.y + 1.0) * 0.5;

	v_PosP = gl_Position;

	#ifdef _Y_INVERTED_
	gl_Position.y = - gl_Position.y;
	#endif
}


	worldPos = worldPos + worldPositionOffset;

	v_WorldN_PX.w = worldPos.x;
	v_WorldB_PY.w = worldPos.y;
	v_WorldT_PZ.w = worldPos.z;
	v_WorldN_PX.xyz = worldNormal;
	v_WorldB_PY.xyz = worldBinormal;
	v_WorldT_PZ.xyz = worldTangent;
	v_UV1 = uv1;
	v_UV2 = uv2;
	v_VColor = vcolor;
	gl_Position = ProjectionMatrix * vec4(worldPos, 1.0);
//	v_ScreenUV.xy = gl_Position.xy / gl_Position.w;
//	v_ScreenUV.xy = vec2(v_ScreenUV.x + 1.0, v_ScreenUV.y + 1.0) * 0.5;

	v_PosP = gl_Position;

	#ifdef _Y_INVERTED_
	gl_Position.y = - gl_Position.y;
	#endif
}


vec2 GetUV(vec2 uv)
{
	uv.y = mUVInversedBack.x + mUVInversedBack.y * uv.y;
	return uv;
}

vec2 GetUVBack(vec2 uv)
{
	uv.y = mUVInversedBack.z + mUVInversedBack.w * uv.y;
	return uv;
}

float CalcDepthFade(vec2 screenUV, float meshZ, float softParticleParam)
{
	float backgroundZ = TEX2D(efk_depth, GetUVBack(screenUV)).x;

	float distance = softParticleParam * predefined_uniform.y;
	vec2 rescale = reconstructionParam1.xy;
	vec4 params = reconstructionParam2;

	vec2 zs = vec2(backgroundZ * rescale.x + rescale.y, meshZ);

	vec2 depth = (zs * params.w - params.y) / (params.x - zs * params.z);
	float dir = sign(depth.x);
	depth *= dir;
	return min(max((depth.x - depth.y) / distance, 0.0), 1.0);
}

#ifdef _MATERIAL_LIT_

const float lightScale = 3.14;

float saturate(float v)
{
	return max(min(v, 1.0), 0.0);
}

float calcD_GGX(float roughness, float dotNH)
{
	float alpha = roughness*roughness;
	float alphaSqr = alpha*alpha;
	float pi = 3.14159;
	float denom = dotNH * dotNH *(alphaSqr-1.0) + 1.0;
	return (alpha / denom) * (alpha / denom) / pi;
}

float calcF(float F0, float dotLH)
{
	float dotLH5 = pow(1.0-dotLH,5.0);
	return F0 + (1.0-F0)*(dotLH5);
}

float calcG_Schlick(float roughness, float dotNV, float dotNL)
{
	// UE4
	float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
	// float k = roughness * roughness / 2.0;

	float gV = dotNV*(1.0 - k) + k;
	float gL = dotNL*(1.0 - k) + k;

	return 1.0 / (gV * gL);
}

float calcLightingGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
{
	vec3 H = normalize(V+L);

	float dotNL = saturate( dot(N,L) );
	float dotLH = saturate( dot(L,H) );
	float dotNH = saturate( dot(N,H) ) - 0.001;
	float dotNV = saturate( dot(N,V) ) + 0.001;

	float D = calcD_GGX(roughness, dotNH);
	float F = calcF(F0, dotLH);
	float G = calcG_Schlick(roughness, dotNV, dotNL);

	return dotNL * D * F * G / 4.0;
}

vec3 calcDirectionalLightDiffuseColor(vec3 diffuseColor, vec3 normal, vec3 lightDir, float ao)
{
	vec3 color = vec3(0.0,0.0,0.0);

	float NoL = dot(normal,lightDir);
	color.xyz = lightColor.xyz * lightScale * max(NoL,0.0) * ao / 3.14;
	color.xyz = color.xyz * diffuseColor.xyz;
	return color;
}

#endif

void main()
{
	vec2 uv1 = v_UV1;
	vec2 uv2 = v_UV2;
	vec3 worldPos = vec3(v_WorldN_PX.w, v_WorldB_PY.w, v_WorldT_PZ.w);
	vec3 worldNormal = v_WorldN_PX.xyz;
	vec3 worldTangent = v_WorldT_PZ.xyz;
	vec3 worldBinormal = v_WorldB_PY.xyz;
	vec3 pixelNormalDir = worldNormal;
	vec4 vcolor = v_VColor;
	vec3 objectScale = vec3(1.0, 1.0, 1.0);

	vec2 screenUV = v_PosP.xy / v_PosP.w;
	float meshZ =   v_PosP.z / v_PosP.w;
	screenUV.xy = vec2(screenUV.x + 1.0, screenUV.y + 1.0) * 0.5;

#ifdef _SCREEN_FLIPPED_
	screenUV.y = 1.0 - screenUV.y;
#endif

	float airRefraction = 1.0;

	vec3 dir = mat3(cameraMat) * pixelNormalDir;
	vec2 distortUV = dir.xy * (refraction - airRefraction);

	distortUV += screenUV;
	distortUV = GetUVBack(distortUV);	

	vec4 bg = TEX2D(efk_background, distortUV);
	FRAGCOLOR = bg;

	if(opacityMask <= 0.0) discard;
	if(opacity <= 0.0) discard;
}



	vec3 viewDir = normalize(cameraPosition.xyz - worldPos);
	vec3 diffuse = calcDirectionalLightDiffuseColor(baseColor, pixelNormalDir, lightDirection.xyz, ambientOcclusion);
	vec3 specular = lightColor.xyz * lightScale * calcLightingGGX(pixelNormalDir, viewDir, lightDirection.xyz, roughness, 0.9);

	vec4 Output =  vec4(metallic * specular + (1.0 - metallic) * diffuse + baseColor * lightAmbientColor.xyz * ambientOcclusion, opacity);
	Output.xyz = Output.xyz + emissive.xyz;

	if(opacityMask <= 0.0) discard;
	if(opacity <= 0.0) discard;

	FRAGCOLOR = ConvertToScreen(Output);
}



	if(opacityMask <= 0.0) discard;
	if(opacity <= 0.0) discard;

	FRAGCOLOR = ConvertToScreen(vec4(emissive, opacity));
}

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"(??HxS??
"(CBVS0.mCameraProjCBVS0.mModel_InstCBVS0.mModelCBVS0.fUVCBVS0.fAlphaUVCBVS0.fUVDistortionUVCBVS0.fBlendUVCBVS0.fBlendAlphaUVCBVS0.fBlendUVDistortionUVCBVS0.fFlipbookParameterCBVS0.fFlipbookIndexAndNextRateCBVS0.fModelAlphaThresholdCBVS0.fModelColorCBVS0.fLightDirectionCBVS0.fLightColorCBVS0.fLightAmbientCBVS0.mUVInversedModelRendererLitAdModelRendererUnlitAdModelRendererDistAdModelRendererLitModelRendererUnlitModelRendererDitInput_Binormal#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fAlphaUV[10];
    vec4 fUVDistortionUV[10];
    vec4 fBlendUV[10];
    vec4 fBlendAlphaUV[10];
    vec4 fBlendUVDistortionUV[10];
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate[10];
    vec4 fModelAlphaThreshold[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 alphaUV = CBVS0.fAlphaUV[index];
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV[index];
    vec4 blendUV = CBVS0.fBlendUV[index];
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV[index];
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate[index].x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold[index].x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPosition * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fAlphaUV;
    vec4 fUVDistortionUV;
    vec4 fBlendUV;
    vec4 fBlendAlphaUV;
    vec4 fBlendUVDistortionUV;
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate;
    vec4 fModelAlphaThreshold;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 alphaUV = CBVS0.fAlphaUV;
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV;
    vec4 blendUV = CBVS0.fBlendUV;
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV;
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate.x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold.x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPosition;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fAlphaUV[10];
    vec4 fUVDistortionUV[10];
    vec4 fBlendUV[10];
    vec4 fBlendAlphaUV[10];
    vec4 fBlendUVDistortionUV[10];
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate[10];
    vec4 fModelAlphaThreshold[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 alphaUV = CBVS0.fAlphaUV[index];
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV[index];
    vec4 blendUV = CBVS0.fBlendUV[index];
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV[index];
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate[index].x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold[index].x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPosition * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fAlphaUV;
    vec4 fUVDistortionUV;
    vec4 fBlendUV;
    vec4 fBlendAlphaUV;
    vec4 fBlendUVDistortionUV;
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate;
    vec4 fModelAlphaThreshold;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 alphaUV = CBVS0.fAlphaUV;
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV;
    vec4 blendUV = CBVS0.fBlendUV;
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV;
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate.x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold.x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPosition;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec4 _VSPS_UV_Others;
in vec3 _VSPS_WorldN;
in vec3 _VSPS_WorldB;
in vec3 _VSPS_WorldT;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _582 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_582.x, _582.y, _582.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _628 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_628.x, _628.y, _628.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _641 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_641.x, _641.y, _641.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _654 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_654.x, _654.y, _654.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _668 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_668.x, _668.y, _668.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_10 = backgroundZ;
        float param_11 = screenPos.z;
        vec4 param_12 = CBPS0.softParticleParam;
        vec4 param_13 = CBPS0.reconstructionParam1;
        vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _766 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_766.x, _766.y, _766.z, Output.w);
    vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _810 = _main(Input);
    _entryPointOutput = _810;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;

varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _503 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_503.x, _503.y, _503.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _549 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_549.x, _549.y, _549.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _562 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_562.x, _562.y, _562.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _575 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_575.x, _575.y, _575.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _589 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_589.x, _589.y, _589.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _621 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_621.x, _621.y, _621.z, Output.w);
    vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _662 = _main(Input);
    gl_FragData[0] = _662;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
    highp vec4 PosP;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_normalTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec4 _VSPS_UV_Others;
in highp vec3 _VSPS_WorldN;
in highp vec3 _VSPS_WorldB;
in highp vec3 _VSPS_WorldT;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _582 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_582.x, _582.y, _582.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _628 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_628.x, _628.y, _628.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _641 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_641.x, _641.y, _641.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _654 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_654.x, _654.y, _654.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _668 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_668.x, _668.y, _668.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_10 = backgroundZ;
        highp float param_11 = screenPos.z;
        highp vec4 param_12 = CBPS0.softParticleParam;
        highp vec4 param_13 = CBPS0.reconstructionParam1;
        highp vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _766 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_766.x, _766.y, _766.z, Output.w);
    highp vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _810 = _main(Input);
    _entryPointOutput = _810;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_uvDistortionTex;
uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_normalTex;
uniform  sampler2D Sampler_sampler_alphaTex;
uniform  sampler2D Sampler_sampler_blendUVDistortionTex;
uniform  sampler2D Sampler_sampler_blendTex;
uniform  sampler2D Sampler_sampler_blendAlphaTex;

varying  vec4 _VSPS_Color;
varying  vec4 _VSPS_UV_Others;
varying  vec3 _VSPS_WorldN;
varying  vec3 _VSPS_WorldB;
varying  vec3 _VSPS_WorldT;
varying  vec4 _VSPS_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _503 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_503.x, _503.y, _503.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _549 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_549.x, _549.y, _549.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _562 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_562.x, _562.y, _562.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _575 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_575.x, _575.y, _575.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _589 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_589.x, _589.y, _589.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _621 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_621.x, _621.y, _621.z, Output.w);
    highp vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _662 = _main(Input);
    gl_FragData[0] = _662;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fAlphaUV[10];
    vec4 fUVDistortionUV[10];
    vec4 fBlendUV[10];
    vec4 fBlendAlphaUV[10];
    vec4 fBlendUVDistortionUV[10];
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate[10];
    vec4 fModelAlphaThreshold[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 alphaUV = CBVS0.fAlphaUV[index];
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV[index];
    vec4 blendUV = CBVS0.fBlendUV[index];
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV[index];
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate[index].x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold[index].x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPosition * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    localNormal = normalize(localNormal * mModel);
    Output.WorldN = localNormal.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fAlphaUV;
    vec4 fUVDistortionUV;
    vec4 fBlendUV;
    vec4 fBlendAlphaUV;
    vec4 fBlendUVDistortionUV;
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate;
    vec4 fModelAlphaThreshold;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 alphaUV = CBVS0.fAlphaUV;
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV;
    vec4 blendUV = CBVS0.fBlendUV;
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV;
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate.x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold.x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPosition;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    localNormal = normalize(CBVS0.mModel * localNormal);
    Output.WorldN = localNormal.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fAlphaUV[10];
    vec4 fUVDistortionUV[10];
    vec4 fBlendUV[10];
    vec4 fBlendAlphaUV[10];
    vec4 fBlendUVDistortionUV[10];
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate[10];
    vec4 fModelAlphaThreshold[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 alphaUV = CBVS0.fAlphaUV[index];
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV[index];
    vec4 blendUV = CBVS0.fBlendUV[index];
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV[index];
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate[index].x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold[index].x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPosition * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    localNormal = normalize(localNormal * mModel);
    Output.WorldN = localNormal.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fAlphaUV;
    vec4 fUVDistortionUV;
    vec4 fBlendUV;
    vec4 fBlendAlphaUV;
    vec4 fBlendUVDistortionUV;
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate;
    vec4 fModelAlphaThreshold;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 alphaUV = CBVS0.fAlphaUV;
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV;
    vec4 blendUV = CBVS0.fBlendUV;
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV;
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate.x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold.x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPosition;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    localNormal = normalize(CBVS0.mModel * localNormal);
    Output.WorldN = localNormal.xyz;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec4 _VSPS_UV_Others;
in vec3 _VSPS_WorldN;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _565 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_565.x, _565.y, _565.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _578 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_578.x, _578.y, _578.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _591 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_591.x, _591.y, _591.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _605 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_605.x, _605.y, _605.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_10 = backgroundZ;
        float param_11 = screenPos.z;
        vec4 param_12 = CBPS0.softParticleParam;
        vec4 param_13 = CBPS0.reconstructionParam1;
        vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _703 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_703.x, _703.y, _703.z, Output.w);
    vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _741 = _main(Input);
    _entryPointOutput = _741;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;

varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _486 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_486.x, _486.y, _486.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _499 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_499.x, _499.y, _499.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _512 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_512.x, _512.y, _512.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _526 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_526.x, _526.y, _526.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _558 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_558.x, _558.y, _558.z, Output.w);
    vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _593 = _main(Input);
    gl_FragData[0] = _593;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
    highp vec4 PosP;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec4 _VSPS_UV_Others;
in highp vec3 _VSPS_WorldN;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _565 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_565.x, _565.y, _565.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _578 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_578.x, _578.y, _578.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _591 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_591.x, _591.y, _591.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _605 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_605.x, _605.y, _605.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_10 = backgroundZ;
        highp float param_11 = screenPos.z;
        highp vec4 param_12 = CBPS0.softParticleParam;
        highp vec4 param_13 = CBPS0.reconstructionParam1;
        highp vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _703 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_703.x, _703.y, _703.z, Output.w);
    highp vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _741 = _main(Input);
    _entryPointOutput = _741;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_uvDistortionTex;
uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_alphaTex;
uniform  sampler2D Sampler_sampler_blendUVDistortionTex;
uniform  sampler2D Sampler_sampler_blendTex;
uniform  sampler2D Sampler_sampler_blendAlphaTex;

varying  vec4 _VSPS_Color;
varying  vec4 _VSPS_UV_Others;
varying  vec3 _VSPS_WorldN;
varying  vec4 _VSPS_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _486 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_486.x, _486.y, _486.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _499 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_499.x, _499.y, _499.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _512 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_512.x, _512.y, _512.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _526 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_526.x, _526.y, _526.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _558 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_558.x, _558.y, _558.z, Output.w);
    highp vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _593 = _main(Input);
    gl_FragData[0] = _593;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fAlphaUV[10];
    vec4 fUVDistortionUV[10];
    vec4 fBlendUV[10];
    vec4 fBlendAlphaUV[10];
    vec4 fBlendUVDistortionUV[10];
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate[10];
    vec4 fModelAlphaThreshold[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_UV_Others;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 alphaUV = CBVS0.fAlphaUV[index];
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV[index];
    vec4 blendUV = CBVS0.fBlendUV[index];
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV[index];
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate[index].x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold[index].x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPosition * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fAlphaUV;
    vec4 fUVDistortionUV;
    vec4 fBlendUV;
    vec4 fBlendAlphaUV;
    vec4 fBlendUVDistortionUV;
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate;
    vec4 fModelAlphaThreshold;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_UV_Others;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 alphaUV = CBVS0.fAlphaUV;
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV;
    vec4 blendUV = CBVS0.fBlendUV;
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV;
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate.x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold.x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPosition;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fAlphaUV[10];
    vec4 fUVDistortionUV[10];
    vec4 fBlendUV[10];
    vec4 fBlendAlphaUV[10];
    vec4 fBlendUVDistortionUV[10];
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate[10];
    vec4 fModelAlphaThreshold[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_UV_Others;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 alphaUV = CBVS0.fAlphaUV[index];
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV[index];
    vec4 blendUV = CBVS0.fBlendUV[index];
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV[index];
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate[index].x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold[index].x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPosition * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}



struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fAlphaUV;
    vec4 fUVDistortionUV;
    vec4 fBlendUV;
    vec4 fBlendAlphaUV;
    vec4 fBlendUVDistortionUV;
    vec4 fFlipbookParameter;
    vec4 fFlipbookIndexAndNextRate;
    vec4 fModelAlphaThreshold;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_UV_Others;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(vec2 uv, vec2 uv1, vec4 alphaUV, vec4 uvDistortionUV, vec4 blendUV, vec4 blendAlphaUV, vec4 blendUVDistortionUV, float flipbookIndexAndNextRate, float modelAlphaThreshold, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV.x = (uv.x * alphaUV.z) + alphaUV.x;
    vsoutput.Alpha_Dist_UV.y = (uv.y * alphaUV.w) + alphaUV.y;
    vsoutput.Alpha_Dist_UV.z = (uv.x * uvDistortionUV.z) + uvDistortionUV.x;
    vsoutput.Alpha_Dist_UV.w = (uv.y * uvDistortionUV.w) + uvDistortionUV.y;
    vsoutput.Blend_FBNextIndex_UV.x = (uv.x * blendUV.z) + blendUV.x;
    vsoutput.Blend_FBNextIndex_UV.y = (uv.y * blendUV.w) + blendUV.y;
    vsoutput.Blend_Alpha_Dist_UV.x = (uv.x * blendAlphaUV.z) + blendAlphaUV.x;
    vsoutput.Blend_Alpha_Dist_UV.y = (uv.y * blendAlphaUV.w) + blendAlphaUV.y;
    vsoutput.Blend_Alpha_Dist_UV.z = (uv.x * blendUVDistortionUV.z) + blendUVDistortionUV.x;
    vsoutput.Blend_Alpha_Dist_UV.w = (uv.y * blendUVDistortionUV.w) + blendUVDistortionUV.y;
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = flipbookIndexAndNextRate;
    vec2 param_4 = uv1;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = modelAlphaThreshold;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_FBNextIndex_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsoutput.Blend_Alpha_Dist_UV.w);
}

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 alphaUV = CBVS0.fAlphaUV;
    vec4 uvDistortionUV = CBVS0.fUVDistortionUV;
    vec4 blendUV = CBVS0.fBlendUV;
    vec4 blendAlphaUV = CBVS0.fBlendAlphaUV;
    vec4 blendUVDistortionUV = CBVS0.fBlendUVDistortionUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    float flipbookIndexAndNextRate = CBVS0.fFlipbookIndexAndNextRate.x;
    float modelAlphaThreshold = CBVS0.fModelAlphaThreshold.x;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPosition = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPosition;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV_Others = vec4(outputUV.x, outputUV.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.Color = modelColor;
    vec2 param = Input.UV;
    vec2 param_1 = Output.UV_Others.xy;
    vec4 param_2 = alphaUV;
    vec4 param_3 = uvDistortionUV;
    vec4 param_4 = blendUV;
    vec4 param_5 = blendAlphaUV;
    vec4 param_6 = blendUVDistortionUV;
    float param_7 = flipbookIndexAndNextRate;
    float param_8 = modelAlphaThreshold;
    VS_Output param_9 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1, param_2, param_3, param_4, param_5, param_6, param_7, param_8, param_9);
    Output = param_9;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_backTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_UV_Others;
in vec4 _VSPS_ProjBinormal;
in vec4 _VSPS_ProjTangent;
in vec4 _VSPS_PosP;
centroid in vec4 _VSPS_Color;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
layout(location = 0) out vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _93 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_93.x, _93.y, _93.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _105 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_105.x, _105.y, _105.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _118 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_118.x, _118.y, _118.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _131 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
                }
            }
        }
    }
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 Output = texture(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    vec4 param_3 = Output;
    float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_5 = advancedParam.BlendUVDistortionUV;
    vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 BlendTextureColor = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_8 = backgroundZ;
        float param_9 = screenPos.z;
        vec4 param_10 = CBPS0.softParticleParam;
        vec4 param_11 = CBPS0.reconstructionParam1;
        vec4 param_12 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_8, param_9, param_10, param_11, param_12);
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _602 = _main(Input);
    _entryPointOutput = _602;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_backTex;

varying vec4 _VSPS_UV_Others;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _85 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_85.x, _85.y, _85.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _97 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_97.x, _97.y, _97.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _110 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_110.x, _110.y, _110.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _123 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
                }
            }
        }
    }
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 Output = texture2D(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    vec4 param_3 = Output;
    float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_5 = advancedParam.BlendUVDistortionUV;
    vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 BlendTextureColor = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _470 = _main(Input);
    gl_FragData[0] = _470;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 UV_Others;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_backTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_UV_Others;
in highp vec4 _VSPS_ProjBinormal;
in highp vec4 _VSPS_ProjTangent;
in highp vec4 _VSPS_PosP;
centroid in highp vec4 _VSPS_Color;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
layout(location = 0) out highp vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _93 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_93.x, _93.y, _93.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _105 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_105.x, _105.y, _105.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _118 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_118.x, _118.y, _118.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _131 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
                }
            }
        }
    }
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 Output = texture(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    highp vec4 param_3 = Output;
    highp float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    highp vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_5 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 BlendTextureColor = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_8 = backgroundZ;
        highp float param_9 = screenPos.z;
        highp vec4 param_10 = CBPS0.softParticleParam;
        highp vec4 param_11 = CBPS0.reconstructionParam1;
        highp vec4 param_12 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_8, param_9, param_10, param_11, param_12);
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _602 = _main(Input);
    _entryPointOutput = _602;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 UV_Others;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_uvDistortionTex;
uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_alphaTex;
uniform  sampler2D Sampler_sampler_blendUVDistortionTex;
uniform  sampler2D Sampler_sampler_blendTex;
uniform  sampler2D Sampler_sampler_blendAlphaTex;
uniform  sampler2D Sampler_sampler_backTex;

varying  vec4 _VSPS_UV_Others;
varying  vec4 _VSPS_ProjBinormal;
varying  vec4 _VSPS_ProjTangent;
varying  vec4 _VSPS_PosP;
varying  vec4 _VSPS_Color;
varying  vec4 _VSPS_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _85 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_85.x, _85.y, _85.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _97 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_97.x, _97.y, _97.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _110 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_110.x, _110.y, _110.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _123 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
                }
            }
        }
    }
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 Output = texture2D(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    highp vec4 param_3 = Output;
    highp float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    highp vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_5 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 BlendTextureColor = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _470 = _main(Input);
    gl_FragData[0] = _470;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPos * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPos;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPos * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPos;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec2 _VSPS_UV;
in vec3 _VSPS_WorldN;
in vec3 _VSPS_WorldB;
in vec3 _VSPS_WorldT;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _303 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_303.x, _303.y, _303.z, Output.w);
    vec3 _311 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_1 = backgroundZ;
        float param_2 = screenPos.z;
        vec4 param_3 = CBPS0.softParticleParam;
        vec4 param_4 = CBPS0.reconstructionParam1;
        vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    vec4 _421 = _main(Input);
    _entryPointOutput = _421;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;

varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_PosP;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _221 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_221.x, _221.y, _221.z, Output.w);
    vec3 _229 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    vec4 _274 = _main(Input);
    gl_FragData[0] = _274;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_normalTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec2 _VSPS_UV;
in highp vec3 _VSPS_WorldN;
in highp vec3 _VSPS_WorldB;
in highp vec3 _VSPS_WorldT;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _303 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_303.x, _303.y, _303.z, Output.w);
    highp vec3 _311 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_1 = backgroundZ;
        highp float param_2 = screenPos.z;
        highp vec4 param_3 = CBPS0.softParticleParam;
        highp vec4 param_4 = CBPS0.reconstructionParam1;
        highp vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    highp vec4 _421 = _main(Input);
    _entryPointOutput = _421;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_normalTex;

varying  vec4 _VSPS_Color;
varying  vec2 _VSPS_UV;
varying  vec3 _VSPS_WorldN;
varying  vec3 _VSPS_WorldB;
varying  vec3 _VSPS_WorldT;
varying  vec4 _VSPS_PosP;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _221 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_221.x, _221.y, _221.z, Output.w);
    highp vec3 _229 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    highp vec4 _274 = _main(Input);
    gl_FragData[0] = _274;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPos * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPos;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPos * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPos;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec2 _VSPS_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 _250 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_250.x, _250.y, _250.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_1 = backgroundZ;
        float param_2 = screenPos.z;
        vec4 param_3 = CBPS0.softParticleParam;
        vec4 param_4 = CBPS0.reconstructionParam1;
        vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _353 = _main(Input);
    _entryPointOutput = _353;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;

varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_PosP;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 _167 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_167.x, _167.y, _167.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _203 = _main(Input);
    gl_FragData[0] = _203;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec2 _VSPS_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 _250 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_250.x, _250.y, _250.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_1 = backgroundZ;
        highp float param_2 = screenPos.z;
        highp vec4 param_3 = CBPS0.softParticleParam;
        highp vec4 param_4 = CBPS0.reconstructionParam1;
        highp vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _353 = _main(Input);
    _entryPointOutput = _353;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_colorTex;

varying  vec4 _VSPS_Color;
varying  vec2 _VSPS_UV;
varying  vec4 _VSPS_PosP;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 _167 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_167.x, _167.y, _167.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _203 = _main(Input);
    gl_FragData[0] = _203;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPos * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPos;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}

#version 300 es
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
    uint Index;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel_Inst[10];
    vec4 fUV[10];
    vec4 fModelColor[10];
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec3 Input_Normal;
layout(location = 2) in vec3 Input_Binormal;
layout(location = 3) in vec3 Input_Tangent;
layout(location = 4) in vec2 Input_UV;
layout(location = 5) in vec4 Input_Color;
#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
#else
uniform int SPIRV_Cross_BaseInstance;
#endif
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    uint index = Input.Index;
    mat4 mModel = CBVS0.mModel_Inst[index];
    vec4 uv = CBVS0.fUV[index];
    vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = localPos * mModel;
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = localNormal * mModel;
    vec4 worldBinormal = localBinormal * mModel;
    vec4 worldTangent = localTangent * mModel;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}



struct VS_Input
{
    vec3 Pos;
    vec3 Normal;
    vec3 Binormal;
    vec3 Tangent;
    vec2 UV;
    vec4 Color;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCameraProj;
    mat4 mModel;
    vec4 fUV;
    vec4 fModelColor;
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 mUVInversed;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec3 Input_Normal;
attribute vec3 Input_Binormal;
attribute vec3 Input_Tangent;
attribute vec2 Input_UV;
attribute vec4 Input_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    vec4 uv = CBVS0.fUV;
    vec4 modelColor = CBVS0.fModelColor * Input.Color;
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    vec4 worldPos = CBVS0.mModel * localPos;
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = modelColor;
    vec2 outputUV = Input.UV;
    outputUV.x = (outputUV.x * uv.z) + uv.x;
    outputUV.y = (outputUV.y * uv.w) + uv.y;
    outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
    Output.UV = outputUV;
    vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
    vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
    vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
    vec4 worldNormal = CBVS0.mModel * localNormal;
    vec4 worldBinormal = CBVS0.mModel * localBinormal;
    vec4 worldTangent = CBVS0.mModel * localTangent;
    worldNormal = normalize(worldNormal);
    worldBinormal = normalize(worldBinormal);
    worldTangent = normalize(worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Normal = Input_Normal;
    Input.Binormal = Input_Binormal;
    Input.Tangent = Input_Tangent;
    Input.UV = Input_UV;
    Input.Color = Input_Color;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_backTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec2 _VSPS_UV;
in vec4 _VSPS_ProjBinormal;
in vec4 _VSPS_ProjTangent;
in vec4 _VSPS_PosP;
centroid in vec4 _VSPS_Color;
layout(location = 0) out vec4 _entryPointOutput;

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec4 _main(PS_Input Input)
{
    vec4 Output = texture(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param = backgroundZ;
        float param_1 = screenPos.z;
        vec4 param_2 = CBPS0.softParticleParam;
        vec4 param_3 = CBPS0.reconstructionParam1;
        vec4 param_4 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    vec4 _318 = _main(Input);
    _entryPointOutput = _318;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_backTex;

varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;

vec4 _main(PS_Input Input)
{
    vec4 Output = texture2D(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    vec4 _182 = _main(Input);
    gl_FragData[0] = _182;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec2 UV;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_backTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec2 _VSPS_UV;
in highp vec4 _VSPS_ProjBinormal;
in highp vec4 _VSPS_ProjTangent;
in highp vec4 _VSPS_PosP;
centroid in highp vec4 _VSPS_Color;
layout(location = 0) out highp vec4 _entryPointOutput;

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 Output = texture(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param = backgroundZ;
        highp float param_1 = screenPos.z;
        highp vec4 param_2 = CBPS0.softParticleParam;
        highp vec4 param_3 = CBPS0.reconstructionParam1;
        highp vec4 param_4 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    highp vec4 _318 = _main(Input);
    _entryPointOutput = _318;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec2 UV;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_backTex;

varying  vec2 _VSPS_UV;
varying  vec4 _VSPS_ProjBinormal;
varying  vec4 _VSPS_ProjTangent;
varying  vec4 _VSPS_PosP;
varying  vec4 _VSPS_Color;

highp vec4 _main(PS_Input Input)
{
    highp vec4 Output = texture2D(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    highp vec4 _182 = _main(Input);
    gl_FragData[0] = _182;
}



P` @?? 0uMatCamerauMatProjectionpredefined_uniformcameraPositionProjectionMatrixModelMatrixUVOffsetcustomData1scustomData2sCustomMaterialVertex shader errorPixel shader erroratPositionatColoratTexCoordatNormalatTangentatTexCoord2atCustomData1atCustomData2a_Positiona_Normala_Binormala_Tangenta_TexCoorda_ColorError : Invalid material is loaded.dJFHDL

	"(/e,"(/e,	"(/e,"(/e,Failed to compile UnlitAdFailed to compile DistAdFailed to compile LitAdFailed to compile UnlitFailed to compile DistFailed to compile LitCBVS0.mCameraCBPS0.fLightDirectionCBPS0.fLightColorCBPS0.fLightAmbientCBPS0.fFlipbookParameterCBPS0.fUVDistortionParameterCBPS0.fBlendTextureParameterCBPS0.fCameraFrontDirectionCBPS0.fFalloffParameterCBPS0.fFalloffBeginColorCBPS0.fFalloffEndColorCBPS0.fEmissiveScalingCBPS0.fEdgeColorCBPS0.fEdgeParameterCBPS0.softParticleParamCBPS0.reconstructionParam1CBPS0.reconstructionParam2CBPS0.mUVInversedBackCBPS0.g_scaleCBPS0.miscFlagsSampler_sampler_colorTexSampler_sampler_normalTexSampler_sampler_backTexSampler_sampler_alphaTexSampler_sampler_uvDistortionTexSampler_sampler_blendTexSampler_sampler_blendAlphaTexSampler_sampler_blendUVDistortionTexSampler_sampler_depthTex#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec2 Input_UV;
layout(location = 3) in vec4 Input_Alpha_Dist_UV;
layout(location = 4) in vec2 Input_BlendUV;
layout(location = 5) in vec4 Input_Blend_Alpha_Dist_UV;
layout(location = 6) in float Input_FlipbookIndex;
layout(location = 7) in float Input_AlphaThreshold;
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec2 Input_UV;
attribute vec4 Input_Alpha_Dist_UV;
attribute vec2 Input_BlendUV;
attribute vec4 Input_Blend_Alpha_Dist_UV;
attribute float Input_FlipbookIndex;
attribute float Input_AlphaThreshold;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 300 es

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec2 Input_UV;
layout(location = 3) in vec4 Input_Alpha_Dist_UV;
layout(location = 4) in vec2 Input_BlendUV;
layout(location = 5) in vec4 Input_Blend_Alpha_Dist_UV;
layout(location = 6) in float Input_FlipbookIndex;
layout(location = 7) in float Input_AlphaThreshold;
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec2 Input_UV;
attribute vec4 Input_Alpha_Dist_UV;
attribute vec2 Input_BlendUV;
attribute vec4 Input_Blend_Alpha_Dist_UV;
attribute float Input_FlipbookIndex;
attribute float Input_AlphaThreshold;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec4 _VSPS_UV_Others;
in vec3 _VSPS_WorldN;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _565 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_565.x, _565.y, _565.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _578 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_578.x, _578.y, _578.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _591 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_591.x, _591.y, _591.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _605 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_605.x, _605.y, _605.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_10 = backgroundZ;
        float param_11 = screenPos.z;
        vec4 param_12 = CBPS0.softParticleParam;
        vec4 param_13 = CBPS0.reconstructionParam1;
        vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _703 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_703.x, _703.y, _703.z, Output.w);
    vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _741 = _main(Input);
    _entryPointOutput = _741;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;

varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _486 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_486.x, _486.y, _486.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _499 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_499.x, _499.y, _499.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _512 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_512.x, _512.y, _512.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _526 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_526.x, _526.y, _526.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _558 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_558.x, _558.y, _558.z, Output.w);
    vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _593 = _main(Input);
    gl_FragData[0] = _593;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
    highp vec4 PosP;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec4 _VSPS_UV_Others;
in highp vec3 _VSPS_WorldN;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _565 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_565.x, _565.y, _565.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _578 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_578.x, _578.y, _578.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _591 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_591.x, _591.y, _591.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _605 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_605.x, _605.y, _605.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_10 = backgroundZ;
        highp float param_11 = screenPos.z;
        highp vec4 param_12 = CBPS0.softParticleParam;
        highp vec4 param_13 = CBPS0.reconstructionParam1;
        highp vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _703 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_703.x, _703.y, _703.z, Output.w);
    highp vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _741 = _main(Input);
    _entryPointOutput = _741;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_uvDistortionTex;
uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_alphaTex;
uniform  sampler2D Sampler_sampler_blendUVDistortionTex;
uniform  sampler2D Sampler_sampler_blendTex;
uniform  sampler2D Sampler_sampler_blendAlphaTex;

varying  vec4 _VSPS_Color;
varying  vec4 _VSPS_UV_Others;
varying  vec3 _VSPS_WorldN;
varying  vec4 _VSPS_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _486 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_486.x, _486.y, _486.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _499 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_499.x, _499.y, _499.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _512 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_512.x, _512.y, _512.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _526 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_526.x, _526.y, _526.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _558 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_558.x, _558.y, _558.z, Output.w);
    highp vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _593 = _main(Input);
    gl_FragData[0] = _593;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
layout(location = 6) in vec4 Input_Alpha_Dist_UV;
layout(location = 7) in vec2 Input_BlendUV;
layout(location = 8) in vec4 Input_Blend_Alpha_Dist_UV;
layout(location = 9) in float Input_FlipbookIndex;
layout(location = 10) in float Input_AlphaThreshold;
centroid out vec4 _VSPS_UV_Others;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
attribute vec4 Input_Alpha_Dist_UV;
attribute vec2 Input_BlendUV;
attribute vec4 Input_Blend_Alpha_Dist_UV;
attribute float Input_FlipbookIndex;
attribute float Input_AlphaThreshold;
varying vec4 _VSPS_UV_Others;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 300 es

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
layout(location = 6) in vec4 Input_Alpha_Dist_UV;
layout(location = 7) in vec2 Input_BlendUV;
layout(location = 8) in vec4 Input_Blend_Alpha_Dist_UV;
layout(location = 9) in float Input_FlipbookIndex;
layout(location = 10) in float Input_AlphaThreshold;
centroid out vec4 _VSPS_UV_Others;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}



struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
attribute vec4 Input_Alpha_Dist_UV;
attribute vec2 Input_BlendUV;
attribute vec4 Input_Blend_Alpha_Dist_UV;
attribute float Input_FlipbookIndex;
attribute float Input_AlphaThreshold;
varying vec4 _VSPS_UV_Others;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_backTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_UV_Others;
in vec4 _VSPS_ProjBinormal;
in vec4 _VSPS_ProjTangent;
in vec4 _VSPS_PosP;
centroid in vec4 _VSPS_Color;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
layout(location = 0) out vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _93 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_93.x, _93.y, _93.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _105 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_105.x, _105.y, _105.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _118 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_118.x, _118.y, _118.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _131 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
                }
            }
        }
    }
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 Output = texture(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    vec4 param_3 = Output;
    float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_5 = advancedParam.BlendUVDistortionUV;
    vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 BlendTextureColor = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_8 = backgroundZ;
        float param_9 = screenPos.z;
        vec4 param_10 = CBPS0.softParticleParam;
        vec4 param_11 = CBPS0.reconstructionParam1;
        vec4 param_12 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_8, param_9, param_10, param_11, param_12);
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _602 = _main(Input);
    _entryPointOutput = _602;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 UV_Others;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_backTex;

varying vec4 _VSPS_UV_Others;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _85 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_85.x, _85.y, _85.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _97 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_97.x, _97.y, _97.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _110 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_110.x, _110.y, _110.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _123 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
                }
            }
        }
    }
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 Output = texture2D(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    vec4 param_3 = Output;
    float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_5 = advancedParam.BlendUVDistortionUV;
    vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 BlendTextureColor = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _470 = _main(Input);
    gl_FragData[0] = _470;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 UV_Others;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_backTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_UV_Others;
in highp vec4 _VSPS_ProjBinormal;
in highp vec4 _VSPS_ProjTangent;
in highp vec4 _VSPS_PosP;
centroid in highp vec4 _VSPS_Color;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
layout(location = 0) out highp vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _93 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_93.x, _93.y, _93.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _105 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_105.x, _105.y, _105.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _118 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_118.x, _118.y, _118.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _131 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
                }
            }
        }
    }
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 Output = texture(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    highp vec4 param_3 = Output;
    highp float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    highp vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_5 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 BlendTextureColor = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_8 = backgroundZ;
        highp float param_9 = screenPos.z;
        highp vec4 param_10 = CBPS0.softParticleParam;
        highp vec4 param_11 = CBPS0.reconstructionParam1;
        highp vec4 param_12 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_8, param_9, param_10, param_11, param_12);
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _602 = _main(Input);
    _entryPointOutput = _602;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 UV_Others;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_uvDistortionTex;
uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_alphaTex;
uniform  sampler2D Sampler_sampler_blendUVDistortionTex;
uniform  sampler2D Sampler_sampler_blendTex;
uniform  sampler2D Sampler_sampler_blendAlphaTex;
uniform  sampler2D Sampler_sampler_backTex;

varying  vec4 _VSPS_UV_Others;
varying  vec4 _VSPS_ProjBinormal;
varying  vec4 _VSPS_ProjTangent;
varying  vec4 _VSPS_PosP;
varying  vec4 _VSPS_Color;
varying  vec4 _VSPS_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _85 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_85.x, _85.y, _85.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _97 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_97.x, _97.y, _97.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _110 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_110.x, _110.y, _110.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _123 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
                }
            }
        }
    }
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 Output = texture2D(Sampler_sampler_colorTex, vec2(Input.UV_Others.xy) + UVOffset);
    Output.w *= Input.Color.w;
    highp vec4 param_3 = Output;
    highp float param_4 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_3, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_4, Sampler_sampler_colorTex);
    Output = param_3;
    highp vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_5 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_6 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_5, param_6, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 BlendTextureColor = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_7 = Output;
    ApplyTextureBlending(param_7, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_7;
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV_Others = _VSPS_UV_Others;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _470 = _main(Input);
    gl_FragData[0] = _470;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
layout(location = 6) in vec4 Input_Alpha_Dist_UV;
layout(location = 7) in vec2 Input_BlendUV;
layout(location = 8) in vec4 Input_Blend_Alpha_Dist_UV;
layout(location = 9) in float Input_FlipbookIndex;
layout(location = 10) in float Input_AlphaThreshold;
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
attribute vec4 Input_Alpha_Dist_UV;
attribute vec2 Input_BlendUV;
attribute vec4 Input_Blend_Alpha_Dist_UV;
attribute float Input_FlipbookIndex;
attribute float Input_AlphaThreshold;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 300 es

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
layout(location = 6) in vec4 Input_Alpha_Dist_UV;
layout(location = 7) in vec2 Input_BlendUV;
layout(location = 8) in vec4 Input_Blend_Alpha_Dist_UV;
layout(location = 9) in float Input_FlipbookIndex;
layout(location = 10) in float Input_AlphaThreshold;
centroid out vec4 _VSPS_Color;
centroid out vec4 _VSPS_UV_Others;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_Alpha_Dist_UV;
out vec4 _VSPS_Blend_Alpha_Dist_UV;
out vec4 _VSPS_Blend_FBNextIndex_UV;
out vec4 _VSPS_PosP;

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param = DivideX;
    float param_1 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param, param_1);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
    vec4 Alpha_Dist_UV;
    vec2 BlendUV;
    vec4 Blend_Alpha_Dist_UV;
    float FlipbookIndex;
    float AlphaThreshold;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 fFlipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
attribute vec4 Input_Alpha_Dist_UV;
attribute vec2 Input_BlendUV;
attribute vec4 Input_Blend_Alpha_Dist_UV;
attribute float Input_FlipbookIndex;
attribute float Input_AlphaThreshold;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

float IntMod(float x, float y)
{
    return floor(mod(x, y));
}

vec2 GetFlipbookOneSizeUV(float DivideX, float DivideY)
{
    return vec2(1.0) / vec2(DivideX, DivideY);
}

vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, float DivideY)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    vec2 UVOffset = DivideIndex * FlipbookOneSize;
    vec2 OriginUV = FlipbookUV - UVOffset;
    OriginUV *= vec2(DivideX, DivideY);
    return OriginUV;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, float DivideY)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    float param_2 = DivideX;
    float param_3 = DivideY;
    vec2 FlipbookOneSize = GetFlipbookOneSizeUV(param_2, param_3);
    return (OriginUV * FlipbookOneSize) + (DivideIndex * FlipbookOneSize);
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    if (flipbookParameter.x > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = flipbookParameter.z * flipbookParameter.w;
        if (flipbookParameter.y == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookParameter.y == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookParameter.y == 2.0)
                {
                    bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
                    Index = mod(Index, FlipbookMaxCount);
                    if (Reverse)
                    {
                        Index = (FlipbookMaxCount - 1.0) - floor(Index);
                    }
                    Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
                    NextIndex = mod(NextIndex, FlipbookMaxCount);
                    if (Reverse)
                    {
                        NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
                    }
                }
            }
        }
        vec2 notInversedUV = uv;
        notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
        vec2 param = notInversedUV;
        float param_1 = Index;
        float param_2 = flipbookParameter.z;
        float param_3 = flipbookParameter.w;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3);
        vec2 param_4 = OriginUV;
        float param_5 = NextIndex;
        float param_6 = flipbookParameter.z;
        float param_7 = flipbookParameter.w;
        flipbookUV = GetFlipbookUVForIndex(param_4, param_5, param_6, param_7);
        flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
    }
}

void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
{
    vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
    vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
    vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
    vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
    vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
    vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
    vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
    vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
    float flipbookRate = 0.0;
    vec2 flipbookNextIndexUV = vec2(0.0);
    float param = flipbookRate;
    vec2 param_1 = flipbookNextIndexUV;
    vec4 param_2 = CBVS0.fFlipbookParameter;
    float param_3 = vsinput.FlipbookIndex;
    vec2 param_4 = vsoutput.UV_Others.xy;
    vec2 param_5 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5);
    flipbookRate = param;
    flipbookNextIndexUV = param_1;
    vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
    vsoutput.UV_Others.z = flipbookRate;
    vsoutput.UV_Others.w = vsinput.AlphaThreshold;
}

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.Color = Input.Color;
    VS_Input param = Input;
    VS_Output param_1 = Output;
    CalculateAndStoreAdvancedParameter(param, param_1);
    Output = param_1;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
    Input.BlendUV = Input_BlendUV;
    Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
    Input.FlipbookIndex = Input_FlipbookIndex;
    Input.AlphaThreshold = Input_AlphaThreshold;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV_Others = flattenTemp.UV_Others;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
    _VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
    _VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
    vec4 PosP;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec4 _VSPS_UV_Others;
in vec3 _VSPS_WorldN;
in vec3 _VSPS_WorldB;
in vec3 _VSPS_WorldT;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _582 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_582.x, _582.y, _582.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _628 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_628.x, _628.y, _628.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _641 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_641.x, _641.y, _641.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _654 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_654.x, _654.y, _654.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _668 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_668.x, _668.y, _668.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_10 = backgroundZ;
        float param_11 = screenPos.z;
        vec4 param_12 = CBPS0.softParticleParam;
        vec4 param_13 = CBPS0.reconstructionParam1;
        vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _766 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_766.x, _766.y, _766.z, Output.w);
    vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _810 = _main(Input);
    _entryPointOutput = _810;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec4 UV_Others;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 Alpha_Dist_UV;
    vec4 Blend_Alpha_Dist_UV;
    vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    vec2 AlphaUV;
    vec2 UVDistortionUV;
    vec2 BlendUV;
    vec2 BlendAlphaUV;
    vec2 BlendUVDistortionUV;
    vec2 FlipbookNextIndexUV;
    float FlipbookRate;
    float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;

varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, sampler2D SPIRV_Cross_Combinedts)
{
    vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
    if (blendType == 0.0)
    {
        vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    vec4 param_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_6 = advancedParam.BlendUVDistortionUV;
    vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _503 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_503.x, _503.y, _503.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            vec3 _549 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_549.x, _549.y, _549.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _562 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_562.x, _562.y, _562.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _575 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_575.x, _575.y, _575.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _589 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_589.x, _589.y, _589.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _621 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_621.x, _621.y, _621.z, Output.w);
    vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    vec4 _662 = _main(Input);
    gl_FragData[0] = _662;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
    highp vec4 PosP;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_normalTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec4 _VSPS_UV_Others;
in highp vec3 _VSPS_WorldN;
in highp vec3 _VSPS_WorldB;
in highp vec3 _VSPS_WorldT;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _119 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_119.x, _119.y, _119.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _131 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_131.x, _131.y, _131.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _144 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_144.x, _144.y, _144.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _157 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_157.x, _157.y, _157.z, dstColor.w);
                }
            }
        }
    }
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _582 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_582.x, _582.y, _582.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _628 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_628.x, _628.y, _628.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _641 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_641.x, _641.y, _641.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _654 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_654.x, _654.y, _654.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _668 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_668.x, _668.y, _668.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_10 = backgroundZ;
        highp float param_11 = screenPos.z;
        highp vec4 param_12 = CBPS0.softParticleParam;
        highp vec4 param_13 = CBPS0.reconstructionParam1;
        highp vec4 param_14 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_10, param_11, param_12, param_13, param_14);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _766 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_766.x, _766.y, _766.z, Output.w);
    highp vec4 param_15 = Output;
    return ConvertToScreen(param_15);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _810 = _main(Input);
    _entryPointOutput = _810;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec4 UV_Others;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 Alpha_Dist_UV;
    highp vec4 Blend_Alpha_Dist_UV;
    highp vec4 Blend_FBNextIndex_UV;
};

struct AdvancedParameter
{
    highp vec2 AlphaUV;
    highp vec2 UVDistortionUV;
    highp vec2 BlendUV;
    highp vec2 BlendAlphaUV;
    highp vec2 BlendUVDistortionUV;
    highp vec2 FlipbookNextIndexUV;
    highp float FlipbookRate;
    highp float AlphaThreshold;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_uvDistortionTex;
uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_normalTex;
uniform  sampler2D Sampler_sampler_alphaTex;
uniform  sampler2D Sampler_sampler_blendUVDistortionTex;
uniform  sampler2D Sampler_sampler_blendTex;
uniform  sampler2D Sampler_sampler_blendAlphaTex;

varying  vec4 _VSPS_Color;
varying  vec4 _VSPS_UV_Others;
varying  vec3 _VSPS_WorldN;
varying  vec3 _VSPS_WorldB;
varying  vec3 _VSPS_WorldT;
varying  vec4 _VSPS_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_Alpha_Dist_UV;
varying  vec4 _VSPS_Blend_FBNextIndex_UV;

AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
    AdvancedParameter ret;
    ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
    ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
    ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
    ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
    ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
    ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
    ret.FlipbookRate = psinput.UV_Others.z;
    ret.AlphaThreshold = psinput.UV_Others.w;
    return ret;
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec2 UVOffset = (texture2D(SPIRV_Cross_Combinedts, uv).xy * 2.0) - vec2(1.0);
    UVOffset.y *= (-1.0);
    UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
    return UVOffset;
}

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 NextPixelColor = texture2D(SPIRV_Cross_Combinedts, nextUV) * vcolor;
        if (flipbookParameter.y == 1.0)
        {
            dst = mix(dst, NextPixelColor, vec4(flipbookRate));
        }
    }
}

void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
    if (blendType == 0.0)
    {
        highp vec3 _111 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_111.x, _111.y, _111.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _123 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_123.x, _123.y, _123.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _136 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_136.x, _136.y, _136.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _149 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_149.x, _149.y, _149.z, dstColor.w);
                }
            }
        }
    }
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_3 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    highp vec4 Output = ConvertFromSRGBTexture(param_3) * Input.Color;
    highp vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV_Others.xy + UVOffset).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp vec4 param_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, Sampler_sampler_colorTex);
    Output = param_4;
    highp vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_6 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_7 = CBPS0.fUVDistortionParameter.zw;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_6, param_7, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_8 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_8);
    highp vec4 BlendAlphaTextureColor = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_9 = Output;
    ApplyTextureBlending(param_9, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_9;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _503 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_503.x, _503.y, _503.z, Output.w);
    if (CBPS0.fFalloffParameter.x == 1.0)
    {
        highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
        highp float CdotN = clamp(dot(cameraVec, vec3(localNormal.x, localNormal.y, localNormal.z)), 0.0, 1.0);
        highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
        if (CBPS0.fFalloffParameter.y == 0.0)
        {
            highp vec3 _549 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_549.x, _549.y, _549.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _562 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_562.x, _562.y, _562.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _575 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_575.x, _575.y, _575.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _589 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_589.x, _589.y, _589.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _621 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_621.x, _621.y, _621.z, Output.w);
    highp vec4 param_10 = Output;
    return ConvertToScreen(param_10);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV_Others = _VSPS_UV_Others;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
    Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
    Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
    highp vec4 _662 = _main(Input);
    gl_FragData[0] = _662;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec2 Input_UV;
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec2 Input_UV;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 300 es

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec2 Input_UV;
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec2 UV;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec2 Input_UV;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0));
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.UV = Input_UV;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec2 _VSPS_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 _250 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_250.x, _250.y, _250.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_1 = backgroundZ;
        float param_2 = screenPos.z;
        vec4 param_3 = CBPS0.softParticleParam;
        vec4 param_4 = CBPS0.reconstructionParam1;
        vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _353 = _main(Input);
    _entryPointOutput = _353;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;

varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_PosP;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 _167 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_167.x, _167.y, _167.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _203 = _main(Input);
    gl_FragData[0] = _203;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec2 _VSPS_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 _250 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_250.x, _250.y, _250.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_1 = backgroundZ;
        highp float param_2 = screenPos.z;
        highp vec4 param_3 = CBPS0.softParticleParam;
        highp vec4 param_4 = CBPS0.reconstructionParam1;
        highp vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _353 = _main(Input);
    _entryPointOutput = _353;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_colorTex;

varying  vec4 _VSPS_Color;
varying  vec2 _VSPS_UV;
varying  vec4 _VSPS_PosP;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 _167 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_167.x, _167.y, _167.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _203 = _main(Input);
    gl_FragData[0] = _203;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}

#version 300 es

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
centroid out vec2 _VSPS_UV;
out vec4 _VSPS_ProjBinormal;
out vec4 _VSPS_ProjTangent;
out vec4 _VSPS_PosP;
centroid out vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.ProjTangent = (worldPos + worldTangent) * CBVS0.mCameraProj;
    Output.ProjBinormal = (worldPos + worldBinormal) * CBVS0.mCameraProj;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}



struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec2(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.ProjTangent = CBVS0.mCameraProj * (worldPos + worldTangent);
    Output.ProjBinormal = CBVS0.mCameraProj * (worldPos + worldBinormal);
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_ProjBinormal = flattenTemp.ProjBinormal;
    _VSPS_ProjTangent = flattenTemp.ProjTangent;
    _VSPS_PosP = flattenTemp.PosP;
    _VSPS_Color = flattenTemp.Color;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_backTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec2 _VSPS_UV;
in vec4 _VSPS_ProjBinormal;
in vec4 _VSPS_ProjTangent;
in vec4 _VSPS_PosP;
centroid in vec4 _VSPS_Color;
layout(location = 0) out vec4 _entryPointOutput;

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec4 _main(PS_Input Input)
{
    vec4 Output = texture(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param = backgroundZ;
        float param_1 = screenPos.z;
        vec4 param_2 = CBPS0.softParticleParam;
        vec4 param_3 = CBPS0.reconstructionParam1;
        vec4 param_4 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    vec4 _318 = _main(Input);
    _entryPointOutput = _318;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec2 UV;
    vec4 ProjBinormal;
    vec4 ProjTangent;
    vec4 PosP;
    vec4 Color;
};

struct PS_ConstanBuffer
{
    vec4 g_scale;
    vec4 mUVInversedBack;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_backTex;

varying vec2 _VSPS_UV;
varying vec4 _VSPS_ProjBinormal;
varying vec4 _VSPS_ProjTangent;
varying vec4 _VSPS_PosP;
varying vec4 _VSPS_Color;

vec4 _main(PS_Input Input)
{
    vec4 Output = texture2D(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    vec4 _182 = _main(Input);
    gl_FragData[0] = _182;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec2 UV;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_backTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec2 _VSPS_UV;
in highp vec4 _VSPS_ProjBinormal;
in highp vec4 _VSPS_ProjTangent;
in highp vec4 _VSPS_PosP;
centroid in highp vec4 _VSPS_Color;
layout(location = 0) out highp vec4 _entryPointOutput;

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 Output = texture(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param = backgroundZ;
        highp float param_1 = screenPos.z;
        highp vec4 param_2 = CBPS0.softParticleParam;
        highp vec4 param_3 = CBPS0.reconstructionParam1;
        highp vec4 param_4 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param, param_1, param_2, param_3, param_4);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    highp vec4 _318 = _main(Input);
    _entryPointOutput = _318;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec2 UV;
    highp vec4 ProjBinormal;
    highp vec4 ProjTangent;
    highp vec4 PosP;
    highp vec4 Color;
};

struct PS_ConstanBuffer
{
    highp vec4 g_scale;
    highp vec4 mUVInversedBack;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_backTex;

varying  vec2 _VSPS_UV;
varying  vec4 _VSPS_ProjBinormal;
varying  vec4 _VSPS_ProjTangent;
varying  vec4 _VSPS_PosP;
varying  vec4 _VSPS_Color;

highp vec4 _main(PS_Input Input)
{
    highp vec4 Output = texture2D(Sampler_sampler_colorTex, Input.UV);
    Output.w *= Input.Color.w;
    highp vec2 pos = Input.PosP.xy / vec2(Input.PosP.w);
    highp vec2 posR = Input.ProjTangent.xy / vec2(Input.ProjTangent.w);
    highp vec2 posU = Input.ProjBinormal.xy / vec2(Input.ProjBinormal.w);
    highp float xscale = (((Output.x * 2.0) - 1.0) * Input.Color.x) * CBPS0.g_scale.x;
    highp float yscale = (((Output.y * 2.0) - 1.0) * Input.Color.y) * CBPS0.g_scale.x;
    highp vec2 uv = (pos + ((posR - pos) * xscale)) + ((posU - pos) * yscale);
    uv.x = (uv.x + 1.0) * 0.5;
    uv.y = 1.0 - ((uv.y + 1.0) * 0.5);
    uv.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * uv.y);
    uv.y = 1.0 - uv.y;
    highp vec3 color = vec3(texture2D(Sampler_sampler_backTex, uv).xyz);
    Output = vec4(color.x, color.y, color.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    return Output;
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.UV = _VSPS_UV;
    Input.ProjBinormal = _VSPS_ProjBinormal;
    Input.ProjTangent = _VSPS_ProjTangent;
    Input.PosP = _VSPS_PosP;
    Input.Color = _VSPS_Color;
    highp vec4 _182 = _main(Input);
    gl_FragData[0] = _182;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 300 es

struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

layout(location = 0) in vec3 Input_Pos;
layout(location = 1) in vec4 Input_Color;
layout(location = 2) in vec4 Input_Normal;
layout(location = 3) in vec4 Input_Tangent;
layout(location = 4) in vec2 Input_UV1;
layout(location = 5) in vec2 Input_UV2;
centroid out vec4 _VSPS_Color;
centroid out vec2 _VSPS_UV;
out vec3 _VSPS_WorldN;
out vec3 _VSPS_WorldB;
out vec3 _VSPS_WorldT;
out vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = worldPos * CBVS0.mCameraProj;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}



struct VS_Input
{
    vec3 Pos;
    vec4 Color;
    vec4 Normal;
    vec4 Tangent;
    vec2 UV1;
    vec2 UV2;
};

struct VS_Output
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct VS_ConstantBuffer
{
    mat4 mCamera;
    mat4 mCameraProj;
    vec4 mUVInversed;
    vec4 mflipbookParameter;
};

uniform VS_ConstantBuffer CBVS0;

attribute vec3 Input_Pos;
attribute vec4 Input_Color;
attribute vec4 Input_Normal;
attribute vec4 Input_Tangent;
attribute vec2 Input_UV1;
attribute vec2 Input_UV2;
varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_PosP;

VS_Output _main(VS_Input Input)
{
    VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
    vec4 worldNormal = vec4((Input.Normal.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldTangent = vec4((Input.Tangent.xyz - vec3(0.5)) * 2.0, 0.0);
    vec4 worldBinormal = vec4(cross(worldNormal.xyz, worldTangent.xyz), 0.0);
    vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
    Output.PosVS = CBVS0.mCameraProj * worldPos;
    Output.Color = Input.Color;
    vec2 uv1 = Input.UV1;
    uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
    Output.UV = uv1;
    Output.WorldN = worldNormal.xyz;
    Output.WorldB = worldBinormal.xyz;
    Output.WorldT = worldTangent.xyz;
    Output.PosP = Output.PosVS;
    return Output;
}

void main()
{
    VS_Input Input;
    Input.Pos = Input_Pos;
    Input.Color = Input_Color;
    Input.Normal = Input_Normal;
    Input.Tangent = Input_Tangent;
    Input.UV1 = Input_UV1;
    Input.UV2 = Input_UV2;
    VS_Output flattenTemp = _main(Input);
    gl_Position = flattenTemp.PosVS;
    _VSPS_Color = flattenTemp.Color;
    _VSPS_UV = flattenTemp.UV;
    _VSPS_WorldN = flattenTemp.WorldN;
    _VSPS_WorldB = flattenTemp.WorldB;
    _VSPS_WorldT = flattenTemp.WorldT;
    _VSPS_PosP = flattenTemp.PosP;
}

#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;
uniform sampler2D Sampler_sampler_depthTex;

centroid in vec4 _VSPS_Color;
centroid in vec2 _VSPS_UV;
in vec3 _VSPS_WorldN;
in vec3 _VSPS_WorldB;
in vec3 _VSPS_WorldT;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
    float distanceFar = softparticleParam.x;
    float distanceNear = softparticleParam.y;
    float distanceNearOffset = softparticleParam.z;
    vec2 rescale = reconstruct1.xy;
    vec4 params = reconstruct2;
    vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    float dir = sign(depth.x);
    depth *= dir;
    float alphaFar = (depth.x - depth.y) / distanceFar;
    float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _303 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_303.x, _303.y, _303.z, Output.w);
    vec3 _311 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        float param_1 = backgroundZ;
        float param_2 = screenPos.z;
        vec4 param_3 = CBPS0.softParticleParam;
        vec4 param_4 = CBPS0.reconstructionParam1;
        vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    vec4 _421 = _main(Input);
    _entryPointOutput = _421;
}

#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif

struct PS_Input
{
    vec4 PosVS;
    vec4 Color;
    vec2 UV;
    vec3 WorldN;
    vec3 WorldB;
    vec3 WorldT;
    vec4 PosP;
};

struct PS_ConstanBuffer
{
    vec4 fLightDirection;
    vec4 fLightColor;
    vec4 fLightAmbient;
    vec4 fFlipbookParameter;
    vec4 fUVDistortionParameter;
    vec4 fBlendTextureParameter;
    vec4 fCameraFrontDirection;
    vec4 fFalloffParameter;
    vec4 fFalloffBeginColor;
    vec4 fFalloffEndColor;
    vec4 fEmissiveScaling;
    vec4 fEdgeColor;
    vec4 fEdgeParameter;
    vec4 softParticleParam;
    vec4 reconstructionParam1;
    vec4 reconstructionParam2;
    vec4 mUVInversedBack;
    vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_normalTex;

varying vec4 _VSPS_Color;
varying vec2 _VSPS_UV;
varying vec3 _VSPS_WorldN;
varying vec3 _VSPS_WorldB;
varying vec3 _VSPS_WorldT;
varying vec4 _VSPS_PosP;

vec3 PositivePow(vec3 base, vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

vec3 LinearToSRGB(vec3 c)
{
    vec3 param = c;
    vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

vec4 LinearToSRGB(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

vec4 ConvertFromSRGBTexture(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec3 SRGBToLinear(vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

vec4 SRGBToLinear(vec4 c)
{
    vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

vec4 ConvertToScreen(vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _221 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_221.x, _221.y, _221.z, Output.w);
    vec3 _229 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    vec4 _274 = _main(Input);
    gl_FragData[0] = _274;
}

#version 300 es
precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_normalTex;
uniform highp sampler2D Sampler_sampler_depthTex;

centroid in highp vec4 _VSPS_Color;
centroid in highp vec2 _VSPS_UV;
in highp vec3 _VSPS_WorldN;
in highp vec3 _VSPS_WorldB;
in highp vec3 _VSPS_WorldT;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
    highp float distanceFar = softparticleParam.x;
    highp float distanceNear = softparticleParam.y;
    highp float distanceNearOffset = softparticleParam.z;
    highp vec2 rescale = reconstruct1.xy;
    highp vec4 params = reconstruct2;
    highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
    highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
    highp float dir = sign(depth.x);
    depth *= dir;
    highp float alphaFar = (depth.x - depth.y) / distanceFar;
    highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
    return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 texNormal = (texture(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _303 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_303.x, _303.y, _303.z, Output.w);
    highp vec3 _311 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
    highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = 1.0 - screenUV.y;
    screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
    if (!(CBPS0.softParticleParam.w == 0.0))
    {
        highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
        highp float param_1 = backgroundZ;
        highp float param_2 = screenPos.z;
        highp vec4 param_3 = CBPS0.softParticleParam;
        highp vec4 param_4 = CBPS0.reconstructionParam1;
        highp vec4 param_5 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_1, param_2, param_3, param_4, param_5);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_6 = Output;
    return ConvertToScreen(param_6);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    highp vec4 _421 = _main(Input);
    _entryPointOutput = _421;
}


precision mediump float;
precision highp int;

struct PS_Input
{
    highp vec4 PosVS;
    highp vec4 Color;
    highp vec2 UV;
    highp vec3 WorldN;
    highp vec3 WorldB;
    highp vec3 WorldT;
    highp vec4 PosP;
};

struct PS_ConstanBuffer
{
    highp vec4 fLightDirection;
    highp vec4 fLightColor;
    highp vec4 fLightAmbient;
    highp vec4 fFlipbookParameter;
    highp vec4 fUVDistortionParameter;
    highp vec4 fBlendTextureParameter;
    highp vec4 fCameraFrontDirection;
    highp vec4 fFalloffParameter;
    highp vec4 fFalloffBeginColor;
    highp vec4 fFalloffEndColor;
    highp vec4 fEmissiveScaling;
    highp vec4 fEdgeColor;
    highp vec4 fEdgeParameter;
    highp vec4 softParticleParam;
    highp vec4 reconstructionParam1;
    highp vec4 reconstructionParam2;
    highp vec4 mUVInversedBack;
    highp vec4 miscFlags;
};

uniform PS_ConstanBuffer CBPS0;

uniform  sampler2D Sampler_sampler_colorTex;
uniform  sampler2D Sampler_sampler_normalTex;

varying  vec4 _VSPS_Color;
varying  vec2 _VSPS_UV;
varying  vec3 _VSPS_WorldN;
varying  vec3 _VSPS_WorldB;
varying  vec3 _VSPS_WorldT;
varying  vec4 _VSPS_PosP;

highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
    return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}

highp vec3 LinearToSRGB(highp vec3 c)
{
    highp vec3 param = c;
    highp vec3 param_1 = vec3(0.4166666567325592041015625);
    return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}

highp vec4 LinearToSRGB(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(LinearToSRGB(param), c.w);
}

highp vec4 ConvertFromSRGBTexture(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec3 SRGBToLinear(highp vec3 c)
{
    return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}

highp vec4 SRGBToLinear(highp vec4 c)
{
    highp vec3 param = c.xyz;
    return vec4(SRGBToLinear(param), c.w);
}

highp vec4 ConvertToScreen(highp vec4 c)
{
    if (CBPS0.miscFlags.x == 0.0)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    highp vec4 Output = ConvertFromSRGBTexture(param) * Input.Color;
    highp vec3 texNormal = (texture2D(Sampler_sampler_normalTex, Input.UV).xyz - vec3(0.5)) * 2.0;
    highp vec3 localNormal = normalize(mat3(vec3(Input.WorldT), vec3(Input.WorldB), vec3(Input.WorldN)) * texNormal);
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _221 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_221.x, _221.y, _221.z, Output.w);
    highp vec3 _229 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_1 = Output;
    return ConvertToScreen(param_1);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.WorldN = _VSPS_WorldN;
    Input.WorldB = _VSPS_WorldB;
    Input.WorldT = _VSPS_WorldT;
    Input.PosP = _VSPS_PosP;
    highp vec4 _274 = _main(Input);
    gl_FragData[0] = _274;
}

&'&&)/?#version 330

#define lowp
#define mediump
#define highp
#define IN in
#define CENTROID centroid
#define TEX2D textureLod
#define OUT out
#version 120

#define EFK__INSTANCING_DISABLED__ 1
#define lowp
#define mediump
#define highp
#define IN attribute
#define CENTROID
#define TEX2D texture2DLod
#define OUT varying
#version 300 es

#define IN in
#define CENTROID centroid
#define TEX2D textureLod
#define OUT out

#define EFK__INSTANCING_DISABLED__ 1
#define IN attribute
#define CENTROID
#define TEX2D texture2DLod
#define OUT varying
#version 330

#define lowp
#define mediump
#define highp
#define IN in
#define CENTROID centroid
#define TEX2D texture
layout (location = 0) out vec4 FRAGCOLOR;
#version 120

#define lowp
#define mediump
#define highp
#define IN varying
#define CENTROID
#define TEX2D texture2D
#define FRAGCOLOR gl_FragColor
#version 300 es

precision highp float;
#define IN in
#define CENTROID centroid
#define TEX2D texture
layout (location = 0) out vec4 FRAGCOLOR;
precision highp float;

#define IN varying
#define CENTROID
#define TEX2D texture2D
#define FRAGCOLOR gl_FragColor
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