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#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _164 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_164.x, _164.y, _164.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _176 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_176.x, _176.y, _176.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _189 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_189.x, _189.y, _189.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _202 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_202.x, _202.y, _202.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;
    bool param_3 = false;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_7 = advancedParam.BlendUVDistortionUV;
    vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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 _562 = _main(Input);
    gl_FragData[0] = _562;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _172 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_172.x, _172.y, _172.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _184 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_184.x, _184.y, _184.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _197 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_197.x, _197.y, _197.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _210 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_210.x, _210.y, _210.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;
    bool param_3 = false;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_7 = advancedParam.BlendUVDistortionUV;
    vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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_11 = backgroundZ;
        float param_12 = screenPos.z;
        vec4 param_13 = CBPS0.softParticleParam;
        vec4 param_14 = CBPS0.reconstructionParam1;
        vec4 param_15 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_11, param_12, param_13, param_14, param_15);
    }
    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 _694 = _main(Input);
    _entryPointOutput = _694;
}


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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _164 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_164.x, _164.y, _164.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _176 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_176.x, _176.y, _176.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _189 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_189.x, _189.y, _189.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _202 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_202.x, _202.y, _202.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;
    bool param_3 = false;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, 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_7 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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 _562 = _main(Input);
    gl_FragData[0] = _562;
}

#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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _172 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_172.x, _172.y, _172.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _184 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_184.x, _184.y, _184.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _197 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_197.x, _197.y, _197.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _210 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_210.x, _210.y, _210.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;
    bool param_3 = false;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, 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_7 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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_11 = backgroundZ;
        highp float param_12 = screenPos.z;
        highp vec4 param_13 = CBPS0.softParticleParam;
        highp vec4 param_14 = CBPS0.reconstructionParam1;
        highp vec4 param_15 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_11, param_12, param_13, param_14, param_15);
    }
    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 _694 = _main(Input);
    _entryPointOutput = _694;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _549 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_549.x, _549.y, _549.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 _595 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_595.x, _595.y, _595.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _608 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_608.x, _608.y, _608.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _621 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_621.x, _621.y, _621.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _635 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_635.x, _635.y, _635.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _667 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_667.x, _667.y, _667.z, Output.w);
    vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _710 = _main(Input);
    gl_FragData[0] = _710;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _628 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_628.x, _628.y, _628.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 _674 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_674.x, _674.y, _674.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _687 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_687.x, _687.y, _687.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _700 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_700.x, _700.y, _700.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _714 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_714.x, _714.y, _714.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_19 = backgroundZ;
        float param_20 = screenPos.z;
        vec4 param_21 = CBPS0.softParticleParam;
        vec4 param_22 = CBPS0.reconstructionParam1;
        vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _812 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_812.x, _812.y, _812.z, Output.w);
    vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _858 = _main(Input);
    _entryPointOutput = _858;
}


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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _549 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_549.x, _549.y, _549.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 _595 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_595.x, _595.y, _595.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _608 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_608.x, _608.y, _608.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _621 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_621.x, _621.y, _621.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _635 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_635.x, _635.y, _635.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _667 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_667.x, _667.y, _667.z, Output.w);
    highp vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _710 = _main(Input);
    gl_FragData[0] = _710;
}

#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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _628 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_628.x, _628.y, _628.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 _674 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_674.x, _674.y, _674.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _687 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_687.x, _687.y, _687.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _700 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_700.x, _700.y, _700.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _714 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_714.x, _714.y, _714.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_19 = backgroundZ;
        highp float param_20 = screenPos.z;
        highp vec4 param_21 = CBPS0.softParticleParam;
        highp vec4 param_22 = CBPS0.reconstructionParam1;
        highp vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _812 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_812.x, _812.y, _812.z, Output.w);
    highp vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _858 = _main(Input);
    _entryPointOutput = _858;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    vec4 param_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _532 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_532.x, _532.y, _532.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _545 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_545.x, _545.y, _545.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _558 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_558.x, _558.y, _558.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _572 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_572.x, _572.y, _572.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _604 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_604.x, _604.y, _604.z, Output.w);
    vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _641 = _main(Input);
    gl_FragData[0] = _641;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    vec4 param_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _611 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_611.x, _611.y, _611.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _624 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_624.x, _624.y, _624.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _637 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_637.x, _637.y, _637.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _651 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_651.x, _651.y, _651.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_19 = backgroundZ;
        float param_20 = screenPos.z;
        vec4 param_21 = CBPS0.softParticleParam;
        vec4 param_22 = CBPS0.reconstructionParam1;
        vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _749 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_749.x, _749.y, _749.z, Output.w);
    vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _789 = _main(Input);
    _entryPointOutput = _789;
}


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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    highp vec4 param_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _532 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_532.x, _532.y, _532.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _545 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_545.x, _545.y, _545.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _558 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_558.x, _558.y, _558.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _572 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_572.x, _572.y, _572.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _604 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_604.x, _604.y, _604.z, Output.w);
    highp vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _641 = _main(Input);
    gl_FragData[0] = _641;
}

#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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    highp vec4 param_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _611 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_611.x, _611.y, _611.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _624 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_624.x, _624.y, _624.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _637 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_637.x, _637.y, _637.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _651 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_651.x, _651.y, _651.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_19 = backgroundZ;
        highp float param_20 = screenPos.z;
        highp vec4 param_21 = CBPS0.softParticleParam;
        highp vec4 param_22 = CBPS0.reconstructionParam1;
        highp vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _749 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_749.x, _749.y, _749.z, Output.w);
    highp vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _789 = _main(Input);
    _entryPointOutput = _789;
}

#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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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;
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
};

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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = vsinput.FlipbookIndex;
    vec2 param_5 = vsoutput.UV_Others.xy;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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 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;
}


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 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;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _229 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    vec3 _237 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_237.x, _237.y, _237.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

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 _284 = _main(Input);
    gl_FragData[0] = _284;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _311 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    vec3 _319 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_319.x, _319.y, _319.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_2 = backgroundZ;
        float param_3 = screenPos.z;
        vec4 param_4 = CBPS0.softParticleParam;
        vec4 param_5 = CBPS0.reconstructionParam1;
        vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

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 _431 = _main(Input);
    _entryPointOutput = _431;
}


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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _229 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    highp vec3 _237 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_237.x, _237.y, _237.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

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 _284 = _main(Input);
    gl_FragData[0] = _284;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _311 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    highp vec3 _319 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_319.x, _319.y, _319.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_2 = backgroundZ;
        highp float param_3 = screenPos.z;
        highp vec4 param_4 = CBPS0.softParticleParam;
        highp vec4 param_5 = CBPS0.reconstructionParam1;
        highp vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

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 _431 = _main(Input);
    _entryPointOutput = _431;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    vec3 _175 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_175.x, _175.y, _175.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _213 = _main(Input);
    gl_FragData[0] = _213;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    vec3 _258 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_258.x, _258.y, _258.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_2 = backgroundZ;
        float param_3 = screenPos.z;
        vec4 param_4 = CBPS0.softParticleParam;
        vec4 param_5 = CBPS0.reconstructionParam1;
        vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _363 = _main(Input);
    _entryPointOutput = _363;
}


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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    highp vec3 _175 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_175.x, _175.y, _175.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _213 = _main(Input);
    gl_FragData[0] = _213;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    highp vec3 _258 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_258.x, _258.y, _258.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_2 = backgroundZ;
        highp float param_3 = screenPos.z;
        highp vec4 param_4 = CBPS0.softParticleParam;
        highp vec4 param_5 = CBPS0.reconstructionParam1;
        highp vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _363 = _main(Input);
    _entryPointOutput = _363;
}

#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 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;
}



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;
}

#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 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;
}



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;
}

#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 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;
}



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;
}

UnlitAdFailed to compile UnlitAdDistAdFailed to compile DistAdLitAdFailed to compile LitAdUnlitFailed to compile UnlitDistFailed to compile DistLitFailed to compile Litvoid EffekseerRendererGL::RendererImplemented::BeginShader(EffekseerRendererGL::Shader*)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.Renderer.cppcurrentShader == nullptrvoid EffekseerRendererGL::RendererImplemented::EndShader(EffekseerRendererGL::Shader*)currentShader == shadervoid EffekseerRendererGL::RendererImplemented::SetVertexBufferToShader(const void*, int32_t, int32_t)currentShader != nullptrvoid EffekseerRendererGL::RendererImplemented::SetPixelBufferToShader(const void*, int32_t, int32_t)CBVS0.mCameraCBVS0.mCameraProjCBVS0.mUVInversedCBVS0.flipbookParameter1CBVS0.flipbookParameter2CBPS0.fLightDirectionCBPS0.fLightColorCBPS0.fLightAmbientCBPS0.fFlipbookParameterCBPS0.fUVDistortionParameterCBPS0.fBlendTextureParameterCBPS0.fCameraFrontDirectionCBPS0.fFalloffParameterCBPS0.fFalloffBeginColorCBPS0.fFalloffEndColorCBPS0.fEmissiveScalingCBPS0.fEdgeColorCBPS0.fEdgeParameterCBPS0.softParticleParamCBPS0.reconstructionParam1CBPS0.reconstructionParam2CBPS0.mUVInversedBackCBPS0.miscFlagsCBPS0.g_scaleSampler_sampler_colorTexSampler_sampler_depthTexSampler_sampler_backTexSampler_sampler_normalTexSampler_sampler_alphaTexSampler_sampler_uvDistortionTexSampler_sampler_blendTexSampler_sampler_blendAlphaTexSampler_sampler_blendUVDistortionTexbasic_string::_M_construct null not validvector::reservevoid EffekseerRenderer::StandardRenderer::Rendering() [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/../../EffekseerRendererCommon/EffekseerRenderer.StandardRenderer.hvb == lastVb_vbData != nullptrvbOffset == cpuBufStartrenderInfos_.size() == 1 && renderInfos_[0].offset == 0vector::_M_default_appendvector::_M_realloc_insertcannot create std::vector larger than max_size()void EffekseerRenderer::StandardRenderer::Rendering_(const Effekseer::SIMD::Mat44f&, const Effekseer::SIMD::Mat44f&, int32_t, int32_t, int32_t, int32_t, const EffekseerRenderer::StandardRendererState&) [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader; int32_t = int]vbOffset % stride == 0basic_string::_M_createEffekseerRenderer::StandardRendererState& EffekseerRenderer::StandardRenderer::GetState() [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader]renderInfos_.size() > 0void EffekseerRenderer::TrackRendererBase::RenderSplines(const efkTrackNodeParam&, const Effekseer::SIMD::Mat44f&) [with VERTEX = EffekseerRenderer::DynamicVertex; bool FLIP_RGB = false; RENDERER = EffekseerRendererGL::RendererImplemented; bool FLIP_RGB_FLAG = false; EffekseerRenderer::efkTrackNodeParam = Effekseer::TrackRenderer::NodeParameter]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/../../EffekseerRendererCommon/EffekseerRenderer.TrackRendererBase.hvl.Pos.Y == 0.0fvr.Pos.Y == 0.0fvl.Pos.Z == 0.0fvr.Pos.Z == 0.0fvm.Pos.X == 0.0fvm.Pos.Y == 0.0fvm.Pos.Z == 0.0fvoid EffekseerRenderer::TrackRendererBase::RenderSplines(const efkTrackNodeParam&, const Effekseer::SIMD::Mat44f&) [with VERTEX = EffekseerRenderer::AdvancedLightingVertex; bool FLIP_RGB = false; RENDERER = EffekseerRendererGL::RendererImplemented; bool FLIP_RGB_FLAG = false; EffekseerRenderer::efkTrackNodeParam = Effekseer::TrackRenderer::NodeParameter]void EffekseerRenderer::TrackRendererBase::RenderSplines(const efkTrackNodeParam&, const Effekseer::SIMD::Mat44f&) [with VERTEX = EffekseerRenderer::AdvancedSimpleVertex; bool FLIP_RGB = false; RENDERER = EffekseerRendererGL::RendererImplemented; bool FLIP_RGB_FLAG = false; EffekseerRenderer::efkTrackNodeParam = Effekseer::TrackRenderer::NodeParameter]void EffekseerRenderer::TrackRendererBase::RenderSplines(const efkTrackNodeParam&, const Effekseer::SIMD::Mat44f&) [with VERTEX = EffekseerRenderer::LightingVertex; bool FLIP_RGB = false; RENDERER = EffekseerRendererGL::RendererImplemented; bool FLIP_RGB_FLAG = false; EffekseerRenderer::efkTrackNodeParam = Effekseer::TrackRenderer::NodeParameter]void EffekseerRenderer::TrackRendererBase::RenderSplines(const efkTrackNodeParam&, const Effekseer::SIMD::Mat44f&) [with VERTEX = EffekseerRenderer::SimpleVertex; bool FLIP_RGB = false; RENDERER = EffekseerRendererGL::RendererImplemented; bool FLIP_RGB_FLAG = false; EffekseerRenderer::efkTrackNodeParam = Effekseer::TrackRenderer::NodeParameter]T& EffekseerRenderer::StrideView::operator[](int) const [with T = EffekseerRenderer::DynamicVertex]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/../../EffekseerRendererCommon/EffekseerRenderer.CommonUtils.hi >= 0i + offset_ < elementCount_T& EffekseerRenderer::StrideView::operator[](int) const [with T = float]T& EffekseerRenderer::StrideView::operator[](int) const [with T = EffekseerRenderer::AdvancedLightingVertex]T& EffekseerRenderer::StrideView::operator[](int) const [with T = EffekseerRenderer::AdvancedSimpleVertex]T& EffekseerRenderer::StrideView::operator[](int) const [with T = EffekseerRenderer::LightingVertex]T& EffekseerRenderer::StrideView::operator[](int) const [with T = EffekseerRenderer::SimpleVertex]??C?@?@??'7????>??;??8?????*?4C?I@?BSt23_Sp_counted_ptr_inplaceIN19EffekseerRendererGL19RendererImplemented10RingVertexESaIS2_ELN9__gnu_cxx12_Lock_policyE2EESt23_Sp_counted_ptr_inplaceIN19EffekseerRendererGL23SharedVertexTempStorageESaIS1_ELN9__gnu_cxx12_Lock_policyE2EEN17EffekseerRenderer17TrackRendererBaseIN19EffekseerRendererGL19RendererImplementedELb0EEEN17EffekseerRenderer16RingRendererBaseIN19EffekseerRendererGL19RendererImplementedELb0EEEN17EffekseerRenderer18RibbonRendererBaseIN19EffekseerRendererGL19RendererImplementedELb0EEEN17EffekseerRenderer18SpriteRendererBaseIN19EffekseerRendererGL19RendererImplementedELb0EEEN17EffekseerRenderer16StandardRendererIN19EffekseerRendererGL19RendererImplementedENS1_6ShaderEEEN19EffekseerRendererGL19RendererImplementedEN19EffekseerRendererGL8RendererEN9Effekseer13TrackRendererEN9Effekseer12RingRendererEN9Effekseer14RibbonRendererEN9Effekseer14SpriteRendererEN9Effekseer7Backend13UniformLayoutESt16_Sp_counted_baseILN9__gnu_cxx12_Lock_policyE2EESt19_Sp_make_shared_tagN9Effekseer4SIMD23AlignedAllocationPolicyILm16EEESt11_Mutex_baseILN9__gnu_cxx12_Lock_policyE2EE?I@?7?5?@ABCDEFGHJ???????JLJ???#version 330
#define lowp
#define mediump
#define highp
#define IN in
#define CENTROID centroid
#define TEX2D textureLod
#define OUT out
#version 330
#define lowp
#define mediump
#define highp
#define IN in
#define CENTROID centroid
#define TEX2D texture
layout (location = 0) out vec4 FRAGCOLOR;
#version 300 es
#define IN in
#define CENTROID centroid
#define TEX2D textureLod
#define OUT out
#version 300 es
precision highp float;
#define IN in
#define CENTROID centroid
#define TEX2D texture
layout (location = 0) out vec4 FRAGCOLOR;

#define EFK__INSTANCING_DISABLED__ 1
#define EFK__OPENGL2__ 1
#define IN attribute
#define CENTROID
#define TEX2D texture2DLod
#define OUT varying
precision highp float;
#define EFK__OPENGL2__ 1
#define IN varying
#define CENTROID
#define TEX2D texture2D
#define FRAGCOLOR gl_FragColor
#version 120
#define EFK__INSTANCING_DISABLED__ 1
#define EFK__OPENGL2__ 1
#define lowp
#define mediump
#define highp
#define IN attribute
#define CENTROID
#define TEX2D texture2DLod
#define OUT varying
#version 120
#define EFK__OPENGL2__ 1
#define lowp
#define mediump
#define highp
#define IN varying
#define CENTROID
#define TEX2D texture2D
#define FRAGCOLOR gl_FragColor
SPIRV_Cross_BaseInstanceN19EffekseerRendererGL6ShaderEN17EffekseerRenderer10ShaderBaseE?I@?7?5?@ABCDEFGHJ???????JLJ???EffekseerRendererGL::VertexBuffer::VertexBuffer(const GraphicsDeviceRef&, bool, int, bool, std::shared_ptr)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.VertexBuffer.cppstorage_->buffer.size() == sizevirtual void EffekseerRendererGL::VertexBuffer::Lock()!m_isLockvirtual bool EffekseerRendererGL::VertexBuffer::RingBufferLock(int32_t, int32_t&, void*&, int32_t)!m_ringBufferLockthis->m_isDynamicvirtual void EffekseerRendererGL::VertexBuffer::Unlock()m_isLock || m_ringBufferLockvector::_M_default_appendN19EffekseerRendererGL12VertexBufferE?I@int32_t Effekseer::Backend::GetVertexLayoutFormatSize(Effekseer::Backend::VertexLayoutFormat)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer.h0?7?5OpenGLvoid EffekseerRendererGL::Backend::EnableLayouts(const VertexLayoutRef&, Effekseer::CustomVector&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/GraphicsDevice.cppvoid EffekseerRendererGL::Backend::StoreUniforms(const ShaderRef&, const UniformBufferRef&, const UniformBufferRef&, bool)buffer.size() >= element.Offset + sizeof(float) * 4buffer.size() >= element.Offset + sizeof(float) * 4 * 4It have to delete the shader in a thread where the shader is generated.void EffekseerRendererGL::Backend::UniformBuffer::UpdateData(const void*, int32_t, int32_t)buffer_.size() >= size + offset && offset >= 0The format is not supported.(): Vertex Shader error.%s: Fragment Shader error.: Shader Link error.There are too many elements.RenderPass : textures  must not be null. must be Render.RenderPass : depthTexture must be Depth.&'&&&&)/?vector::reserveT& Effekseer::FixedSizeVector::at(size_t) [with T = Effekseer::RefPtr; long unsigned int N = 4; size_t = long unsigned int]n < size_map::atconst T& Effekseer::FixedSizeVector::at(size_t) const [with T = Effekseer::RefPtr; long unsigned int N = 4; size_t = long unsigned int]basic_string::_M_construct null not validvector::_M_realloc_insertvector::_M_default_appendarray::at: __n (which is %zu) >= _Nm (which is %zu)basic_string::_M_replacecannot create std::vector larger than max_size()basic_string::_M_createC00010203040506070809101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899N19EffekseerRendererGL7Backend14GraphicsDeviceEN19EffekseerRendererGL7Backend10RenderPassEN19EffekseerRendererGL7Backend13PipelineStateEN19EffekseerRendererGL7Backend6ShaderEN19EffekseerRendererGL7Backend12VertexLayoutEN19EffekseerRendererGL7Backend7TextureEN19EffekseerRendererGL7Backend13UniformBufferEN19EffekseerRendererGL7Backend11IndexBufferEN19EffekseerRendererGL7Backend12VertexBufferEN19EffekseerRendererGL7Backend12DeviceObjectEN9Effekseer7Backend14GraphicsDeviceEN9Effekseer7Backend10RenderPassEN9Effekseer7Backend6ShaderEN9Effekseer7Backend7TextureEN9Effekseer7Backend13PipelineStateEN9Effekseer7Backend13UniformBufferEN9Effekseer7Backend12VertexLayoutEN9Effekseer7Backend11IndexBufferEN9Effekseer7Backend12VertexBufferE?I@?7?5?@ABCDEFGHJ???????JLJ???Input_PosPOSITIONInput_ColorNORMALInput_UVTEXCOORDInput_Alpha_Dist_UVInput_BlendUVInput_Blend_Alpha_Dist_UVInput_FlipbookIndexInput_AlphaThresholdInput_NormalInput_TangentInput_UV1Input_UV2Effekseer::Backend::VertexLayoutRef EffekseerRenderer::GetVertexLayout(Effekseer::Backend::GraphicsDeviceRef, EffekseerRenderer::RendererShaderType)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererCommon/EffekseerRenderer.CommonUtils.cpp0basic_string::_M_construct null not validbasic_string::_M_create??????o?:@@B?I@?7?5vector::reservevector::_M_default_appendvector::_M_realloc_insert?I@?7?5void EffekseerRenderer::IndexBufferBase::Push(const void*, int)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererCommon/EffekseerRenderer.IndexBufferBase.cppm_isLockvoid* EffekseerRenderer::IndexBufferBase::GetBufferDirect(int)m_indexMaxCount >= m_indexCount + countN17EffekseerRenderer15IndexBufferBaseE?I@?7?5unknown image typeoutofmemunsigned char* Effekseer::stbi__load_and_postprocess_8bit(Effekseer::stbi__context*, int*, int*, int*, int)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererCommon/../3rdParty/stb_effekseer/stb_image_effekseer.hri.bits_per_channel == 16stbi__uint16* Effekseer::stbi__load_and_postprocess_16bit(Effekseer::stbi__context*, int*, int*, int*, int)ri.bits_per_channel == 8rbcan't fopenunsigned char* Effekseer::stbi__convert_format(unsigned char*, int, int, unsigned int, unsigned int)req_comp >= 1 && req_comp <= 40=???y???????#???#???#???#??????#???K???????#???#???#???#???S???????#???????#???#???#???#??????i???????stbi__uint16* Effekseer::stbi__convert_format16(stbi__uint16*, int, int, unsigned int, unsigned int)????:?????????????????????????????c???????????????)??????????????????????????????D???????bad code lengths????????????int Effekseer::stbi__jpeg_huff_decode(Effekseer::stbi__jpeg*, Effekseer::stbi__huffman*)(((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]????????????????????????????????????????????????????int Effekseer::stbi__extend_receive(Effekseer::stbi__jpeg*, int)n >= 0 && n < (int) (sizeof(stbi__bmask)/sizeof(*stbi__bmask))	
 !(0)"
#*1892+$%,3:;4-&'.5<=6/7>????????????????bad huffman codecan't merge dc and acJFIFAdobeexpected markerbad DRI lenbad DQT typebad DQT tablebad DHT headerbad COM lenbad APP lenunknown markerbad SOS component countbad SOS lenbad DC huffbad AC huffbad SOSRGBbad SOF lenonly 8-bitno header height0 widthbad component countbad Hbad Vbad TQtoo largeno SOIno SOFbad DNL lenbad DNL heightbad req_compint Effekseer::stbi__bit_reverse(int, int)bits <= 16bad sizesbad codelengthsvoid Effekseer::stbi__fill_bits(Effekseer::stbi__zbuf*)z->code_buffer < (1U << z->num_bits)int Effekseer::stbi__zhuffman_decode_slowpath(Effekseer::stbi__zbuf*, Effekseer::stbi__zhuffman*)z->size[b] == soutput buffer limit	

#+3;CScs????	
!1Aa??? 0@`		



bad dist	

int Effekseer::stbi__compute_huffman_codes(Effekseer::stbi__zbuf*)c == 18int Effekseer::stbi__parse_uncompressed_block(Effekseer::stbi__zbuf*)a->num_bits == 0zlib corruptread past bufferbad zlib headerno preset dictbad compression																																																																																																																?PNG

bad png sig?Uint Effekseer::stbi__create_png_image_raw(Effekseer::stbi__png*, Effekseer::stbi_uc*, stbi__uint32, int, stbi__uint32, stbi__uint32, int, int)out_n == s->img_n || out_n == s->img_n+1not enough pixelsinvalid filterimg_width_bytes <= ximg_n+1 == out_nimg_n == 3???=???d???????ڠ??'???K???a???????Ӣ??!??????????i???&???????C???ۦ??????k???
???int Effekseer::stbi__compute_transparency(Effekseer::stbi__png*, Effekseer::stbi_uc*, int)out_n == 2 || out_n == 4int Effekseer::stbi__compute_transparency16(Effekseer::stbi__png*, stbi__uint16*, int)void Effekseer::stbi__de_iphone(Effekseer::stbi__png*)s->img_out_n == 4multiple IHDRbad IHDR len1/2/4/8/16-bit onlybad ctypebad comp methodbad filter methodbad interlace method0-pixel imagefirst not IHDRinvalid PLTEtRNS after IDATtRNS before PLTEbad tRNS lentRNS with alphano PLTEoutofdatano IDATint Effekseer::stbi__shiftsigned(unsigned int, int, int)v < 256bits >= 0 && bits <= 8not BMPunknown BMPbad BMPBMP RLEvoid* Effekseer::stbi__bmp_load(Effekseer::stbi__context*, int*, int*, int*, int, Effekseer::stbi__result_info*)info.offset == (s->img_buffer - s->buffer_start)invalidbad bppbad masks???T???T???T???T???T???T???,??????T???T???T???T???T???T???T???D???T???T???T???T???T???T???T???D???bad formatvoid* Effekseer::stbi__tga_load(Effekseer::stbi__context*, int*, int*, int*, int, Effekseer::stbi__result_info*)tga_comp == STBI_rgbbad palettenot PSDwrong versionwrong channel countunsupported bit depthwrong color formatcorruptS??4PICTbad filenot GIFno clear codetoo many codesillegal code in rasterbad Image Descriptormissing color tableunknown code#?RADIANCE
#?RGBE
#?RADIANCE#?RGBEnot HDRFORMAT=32-bit_rle_rgbeunsupported format-Y unsupported data layout+X invalid decoded scanline lengthmax value > 255vector::_M_default_append??C??G@@?I@?7?5void EffekseerRenderer::RenderStateBase::Pop()/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererCommon/EffekseerRenderer.RenderStateBase.cpp!m_stateStack.empty()cannot create std::deque larger than max_size()N17EffekseerRenderer15RenderStateBaseE?I@?7?5vector::_M_default_append?I@?7?5virtual void EffekseerRenderer::VertexBufferBase::Push(const void*, int)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererCommon/EffekseerRenderer.VertexBufferBase.cppm_isLockvirtual void* EffekseerRenderer::VertexBufferBase::GetBufferDirect(int)N17EffekseerRenderer16VertexBufferBaseE?I@?7?5?@ABCDEFGHJ???????JLJ???N19EffekseerRendererGL12DeviceObjectE?I@?7?5?I@?7?5?@ABCDEFGHJ???????JLJ???virtual void EffekseerRendererGL::GPUTimer::BeginFrame()/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.GPUTimer.cppm_state != State::DuringFramevirtual void EffekseerRendererGL::GPUTimer::EndFrame()m_state == State::DuringFramevirtual void EffekseerRendererGL::GPUTimer::AddTimer(const void*)m_timeData.find(object) == m_timeData.end()virtual void EffekseerRendererGL::GPUTimer::Start(const void*, uint32_t)phase < NUM_PHASESvirtual void EffekseerRendererGL::GPUTimer::Stop(const void*, uint32_t)virtual int32_t EffekseerRendererGL::GPUTimer::GetResult(const void*)m_state == State::ResultUpdated || m_state == State::AfterFrame??N19EffekseerRendererGL8GPUTimerEN9Effekseer8GPUTimerE?I@?7?5?@ABCDEFGHJ???????JLJ???virtual void EffekseerRendererGL::IndexBuffer::Lock()/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.IndexBuffer.cpp!m_isLockvirtual void EffekseerRendererGL::IndexBuffer::Unlock()m_isLockN19EffekseerRendererGL11IndexBufferE?I@?7?5?@ABCDEFGHJ???????JLJ???

uMatCamerauMatProjectionmUVInversedpredefined_uniformcameraPosition_ProjectionMatrixModelMatrixUVOffsetModelColorcustomData1scustomData2scustomData1customData2mUVInversedBackreconstructionParam1reconstructionParam2lightDirectionlightColorlightAmbientColorcameraMatefk_backgroundefk_depthEffekseerRendererGL::MaterialLoader::LoadAcutually(Effekseer::MaterialFile&, Effekseer::CompiledMaterialBinary*)::/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.MaterialLoader.cpp0CustomMaterialVertex shader errorPixel shader erroratPositionPOSITIONatColorNORMALatTexCoordTEXCOORDatNormalatTangentatTexCoord2atCustomData1atCustomData2a_Positiona_Normala_Binormala_Tangenta_TexCoorda_ColordError : Invalid material is loaded.array::at: __n (which is %zu) >= _Nm (which is %zu)basic_string::_M_construct null not validvector::_M_realloc_insertvector::_M_range_check: __n (which is %zu) >= this->size() (which is %zu)vector::_M_default_appendbasic_string::appendcannot create std::vector larger than max_size()basic_string::_M_createbasic_string::_M_replaceN19EffekseerRendererGL14MaterialLoaderEN9Effekseer16MaterialCompilerEN9Effekseer8MaterialE?I@?7?5?@ABCDEFGHJ???????JLJ???
#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _164 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_164.x, _164.y, _164.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _176 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_176.x, _176.y, _176.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _189 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_189.x, _189.y, _189.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _202 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_202.x, _202.y, _202.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;
    bool param_3 = false;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_7 = advancedParam.BlendUVDistortionUV;
    vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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 _562 = _main(Input);
    gl_FragData[0] = _562;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _172 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_172.x, _172.y, _172.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _184 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_184.x, _184.y, _184.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _197 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_197.x, _197.y, _197.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _210 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_210.x, _210.y, _210.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;
    bool param_3 = false;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, Sampler_sampler_colorTex);
    Output = param_4;
    vec4 AlphaTexColor = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_7 = advancedParam.BlendUVDistortionUV;
    vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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_11 = backgroundZ;
        float param_12 = screenPos.z;
        vec4 param_13 = CBPS0.softParticleParam;
        vec4 param_14 = CBPS0.reconstructionParam1;
        vec4 param_15 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_11, param_12, param_13, param_14, param_15);
    }
    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 _694 = _main(Input);
    _entryPointOutput = _694;
}


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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _164 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_164.x, _164.y, _164.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _176 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_176.x, _176.y, _176.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _189 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_189.x, _189.y, _189.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _202 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_202.x, _202.y, _202.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;
    bool param_3 = false;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, 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_7 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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 _562 = _main(Input);
    gl_FragData[0] = _562;
}

#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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _172 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_172.x, _172.y, _172.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _184 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_184.x, _184.y, _184.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _197 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_197.x, _197.y, _197.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _210 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_210.x, _210.y, _210.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;
    bool param_3 = false;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, 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_4 = Output;
    highp float param_5 = advancedParam.FlipbookRate;
    bool param_6 = false;
    ApplyFlipbook(param_4, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_5, param_6, 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_7 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_8 = CBPS0.fUVDistortionParameter.zw;
    bool param_9 = false;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_7, param_8, param_9, 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_10 = Output;
    ApplyTextureBlending(param_10, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_10;
    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_11 = backgroundZ;
        highp float param_12 = screenPos.z;
        highp vec4 param_13 = CBPS0.softParticleParam;
        highp vec4 param_14 = CBPS0.reconstructionParam1;
        highp vec4 param_15 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_11, param_12, param_13, param_14, param_15);
    }
    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 _694 = _main(Input);
    _entryPointOutput = _694;
}

#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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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
#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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _549 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_549.x, _549.y, _549.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 _595 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_595.x, _595.y, _595.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _608 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_608.x, _608.y, _608.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _621 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_621.x, _621.y, _621.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _635 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_635.x, _635.y, _635.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _667 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_667.x, _667.y, _667.z, Output.w);
    vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _710 = _main(Input);
    gl_FragData[0] = _710;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    vec3 _628 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_628.x, _628.y, _628.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 _674 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_674.x, _674.y, _674.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _687 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_687.x, _687.y, _687.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _700 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_700.x, _700.y, _700.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _714 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_714.x, _714.y, _714.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_19 = backgroundZ;
        float param_20 = screenPos.z;
        vec4 param_21 = CBPS0.softParticleParam;
        vec4 param_22 = CBPS0.reconstructionParam1;
        vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _812 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_812.x, _812.y, _812.z, Output.w);
    vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _858 = _main(Input);
    _entryPointOutput = _858;
}


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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _549 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_549.x, _549.y, _549.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 _595 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_595.x, _595.y, _595.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _608 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_608.x, _608.y, _608.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _621 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_621.x, _621.y, _621.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _635 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_635.x, _635.y, _635.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _667 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_667.x, _667.y, _667.z, Output.w);
    highp vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _710 = _main(Input);
    gl_FragData[0] = _710;
}

#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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * 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_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    highp float diffuse = max(dot(CBPS0.fLightDirection.xyz, localNormal), 0.0);
    highp vec3 _628 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_628.x, _628.y, _628.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 _674 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_674.x, _674.y, _674.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _687 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_687.x, _687.y, _687.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _700 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_700.x, _700.y, _700.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _714 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_714.x, _714.y, _714.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_19 = backgroundZ;
        highp float param_20 = screenPos.z;
        highp vec4 param_21 = CBPS0.softParticleParam;
        highp vec4 param_22 = CBPS0.reconstructionParam1;
        highp vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _812 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_812.x, _812.y, _812.z, Output.w);
    highp vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _858 = _main(Input);
    _entryPointOutput = _858;
}

#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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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
#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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    vec4 param_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _532 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_532.x, _532.y, _532.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _545 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_545.x, _545.y, _545.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _558 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_558.x, _558.y, _558.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _572 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_572.x, _572.y, _572.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _604 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_604.x, _604.y, _604.z, Output.w);
    vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _641 = _main(Input);
    gl_FragData[0] = _641;
}

#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;
}

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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return LinearToSRGB(param);
}

vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    vec2 param_1 = advancedParam.UVDistortionUV;
    vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    vec4 param_6 = Output;
    float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    vec2 param_11 = advancedParam.BlendUVDistortionUV;
    vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _611 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_611.x, _611.y, _611.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                vec3 _624 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_624.x, _624.y, _624.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    vec3 _637 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_637.x, _637.y, _637.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    vec3 _651 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_651.x, _651.y, _651.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_19 = backgroundZ;
        float param_20 = screenPos.z;
        vec4 param_21 = CBPS0.softParticleParam;
        vec4 param_22 = CBPS0.reconstructionParam1;
        vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    vec3 _749 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_749.x, _749.y, _749.z, Output.w);
    vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _789 = _main(Input);
    _entryPointOutput = _789;
}


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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_252.x, _252.y, _252.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    highp vec4 param_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _532 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_532.x, _532.y, _532.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _545 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_545.x, _545.y, _545.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _558 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_558.x, _558.y, _558.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _572 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_572.x, _572.y, _572.z, Output.w);
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _604 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_604.x, _604.y, _604.z, Output.w);
    highp vec4 param_19 = Output;
    bool param_20 = convertColorSpace;
    return ConvertToScreen(param_19, param_20);
}

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 _641 = _main(Input);
    gl_FragData[0] = _641;
}

#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 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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return LinearToSRGB(param);
}

highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
    if (convertFromSRGB)
    {
        highp vec4 param = sampledColor;
        bool param_1 = convertFromSRGB;
        sampledColor = ConvertFromSRGBTexture(param, param_1);
    }
    highp vec2 UVOffset = (sampledColor.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, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
    if (flipbookParameter.x > 0.0)
    {
        highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
        if (convertFromSRGB)
        {
            highp vec4 param = sampledColor;
            bool param_1 = convertFromSRGB;
            sampledColor = ConvertFromSRGBTexture(param, param_1);
        }
        highp vec4 NextPixelColor = sampledColor * 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 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
        dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
    }
    else
    {
        if (blendType == 1.0)
        {
            highp vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
            dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
        }
        else
        {
            if (blendType == 2.0)
            {
                highp vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
                dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
            }
            else
            {
                if (blendType == 3.0)
                {
                    highp vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
                    dstColor = vec4(_260.x, _260.y, _260.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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    PS_Input param = Input;
    AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
    highp vec2 param_1 = advancedParam.UVDistortionUV;
    highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
    bool param_3 = convertColorSpace;
    highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
    UVOffset *= CBPS0.fUVDistortionParameter.x;
    highp vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
    bool param_5 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
    highp vec4 param_6 = Output;
    highp float param_7 = advancedParam.FlipbookRate;
    bool param_8 = convertColorSpace;
    ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
    Output = param_6;
    highp vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
    bool param_10 = convertColorSpace;
    highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
    Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
    highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
    highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
    bool param_13 = convertColorSpace;
    highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
    BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
    highp vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
    bool param_15 = convertColorSpace;
    highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
    highp vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
    bool param_17 = convertColorSpace;
    highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
    BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
    highp vec4 param_18 = Output;
    ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
    Output = param_18;
    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 _611 = Output.xyz + FalloffBlendColor.xyz;
            Output = vec4(_611.x, _611.y, _611.z, Output.w);
        }
        else
        {
            if (CBPS0.fFalloffParameter.y == 1.0)
            {
                highp vec3 _624 = Output.xyz - FalloffBlendColor.xyz;
                Output = vec4(_624.x, _624.y, _624.z, Output.w);
            }
            else
            {
                if (CBPS0.fFalloffParameter.y == 2.0)
                {
                    highp vec3 _637 = Output.xyz * FalloffBlendColor.xyz;
                    Output = vec4(_637.x, _637.y, _637.z, Output.w);
                }
            }
        }
        Output.w *= FalloffBlendColor.w;
    }
    highp vec3 _651 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_651.x, _651.y, _651.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_19 = backgroundZ;
        highp float param_20 = screenPos.z;
        highp vec4 param_21 = CBPS0.softParticleParam;
        highp vec4 param_22 = CBPS0.reconstructionParam1;
        highp vec4 param_23 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
    }
    if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
    {
        discard;
    }
    highp vec3 _749 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
    Output = vec4(_749.x, _749.y, _749.z, Output.w);
    highp vec4 param_24 = Output;
    bool param_25 = convertColorSpace;
    return ConvertToScreen(param_24, param_25);
}

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 _789 = _main(Input);
    _entryPointOutput = _789;
}

#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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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
#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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = FlipbookIndex;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    float param = Index;
    float param_1 = DivideX;
    vec2 DivideIndex;
    DivideIndex.x = IntMod(param, param_1);
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 flipbookParameter1;
    vec4 flipbookParameter2;
    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 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
    DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
    vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
    return FlipbookUV - UVOffset;
}

vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
{
    vec2 DivideIndex;
    DivideIndex.x = float(int(Index) % int(DivideX));
    DivideIndex.y = float(int(Index) / int(DivideX));
    return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
}

void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
{
    float flipbookEnabled = flipbookParameter1.x;
    float flipbookLoopType = flipbookParameter1.y;
    float divideX = flipbookParameter1.z;
    float divideY = flipbookParameter1.w;
    vec2 flipbookOneSize = flipbookParameter2.xy;
    vec2 flipbookOffset = flipbookParameter2.zw;
    if (flipbookEnabled > 0.0)
    {
        flipbookRate = fract(flipbookIndex);
        float Index = floor(flipbookIndex);
        float IndexOffset = 1.0;
        float NextIndex = Index + IndexOffset;
        float FlipbookMaxCount = divideX * divideY;
        if (flipbookLoopType == 0.0)
        {
            if (NextIndex >= FlipbookMaxCount)
            {
                NextIndex = FlipbookMaxCount - 1.0;
                Index = FlipbookMaxCount - 1.0;
            }
        }
        else
        {
            if (flipbookLoopType == 1.0)
            {
                Index = mod(Index, FlipbookMaxCount);
                NextIndex = mod(NextIndex, FlipbookMaxCount);
            }
            else
            {
                if (flipbookLoopType == 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 = divideX;
        vec2 param_3 = flipbookOneSize;
        vec2 param_4 = flipbookOffset;
        vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
        vec2 param_5 = OriginUV;
        float param_6 = NextIndex;
        float param_7 = divideX;
        vec2 param_8 = flipbookOneSize;
        vec2 param_9 = flipbookOffset;
        flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
        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.flipbookParameter1;
    vec4 param_3 = CBVS0.flipbookParameter2;
    float param_4 = flipbookIndexAndNextRate;
    vec2 param_5 = uv1;
    vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
    ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
    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 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 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;
}


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 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;
}

#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 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;
}



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;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _229 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    vec3 _237 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_237.x, _237.y, _237.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

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 _284 = _main(Input);
    gl_FragData[0] = _284;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _311 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    vec3 _319 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_319.x, _319.y, _319.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_2 = backgroundZ;
        float param_3 = screenPos.z;
        vec4 param_4 = CBPS0.softParticleParam;
        vec4 param_5 = CBPS0.reconstructionParam1;
        vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

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 _431 = _main(Input);
    _entryPointOutput = _431;
}


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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _229 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_229.x, _229.y, _229.z, Output.w);
    highp vec3 _237 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_237.x, _237.y, _237.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

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 _284 = _main(Input);
    gl_FragData[0] = _284;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * 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 _311 = Output.xyz * ((CBPS0.fLightColor.xyz * diffuse) + CBPS0.fLightAmbient.xyz);
    Output = vec4(_311.x, _311.y, _311.z, Output.w);
    highp vec3 _319 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_319.x, _319.y, _319.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_2 = backgroundZ;
        highp float param_3 = screenPos.z;
        highp vec4 param_4 = CBPS0.softParticleParam;
        highp vec4 param_5 = CBPS0.reconstructionParam1;
        highp vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

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 _431 = _main(Input);
    _entryPointOutput = _431;
}

#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 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;
}



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;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    vec3 _175 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_175.x, _175.y, _175.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _213 = _main(Input);
    gl_FragData[0] = _213;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    vec4 param = c;
    return SRGBToLinear(param);
}

vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    vec3 _258 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_258.x, _258.y, _258.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_2 = backgroundZ;
        float param_3 = screenPos.z;
        vec4 param_4 = CBPS0.softParticleParam;
        vec4 param_5 = CBPS0.reconstructionParam1;
        vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    vec4 _363 = _main(Input);
    _entryPointOutput = _363;
}


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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    highp vec3 _175 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_175.x, _175.y, _175.z, Output.w);
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_2 = Output;
    bool param_3 = convertColorSpace;
    return ConvertToScreen(param_2, param_3);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _213 = _main(Input);
    gl_FragData[0] = _213;
}

#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, bool isValid)
{
    if (!isValid)
    {
        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, bool isValid)
{
    if (!isValid)
    {
        return c;
    }
    highp vec4 param = c;
    return SRGBToLinear(param);
}

highp vec4 _main(PS_Input Input)
{
    bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
    highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV);
    bool param_1 = convertColorSpace;
    highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color;
    highp vec3 _258 = Output.xyz * CBPS0.fEmissiveScaling.x;
    Output = vec4(_258.x, _258.y, _258.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_2 = backgroundZ;
        highp float param_3 = screenPos.z;
        highp vec4 param_4 = CBPS0.softParticleParam;
        highp vec4 param_5 = CBPS0.reconstructionParam1;
        highp vec4 param_6 = CBPS0.reconstructionParam2;
        Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6);
    }
    if (Output.w == 0.0)
    {
        discard;
    }
    highp vec4 param_7 = Output;
    bool param_8 = convertColorSpace;
    return ConvertToScreen(param_7, param_8);
}

void main()
{
    PS_Input Input;
    Input.PosVS = gl_FragCoord;
    Input.Color = _VSPS_Color;
    Input.UV = _VSPS_UV;
    Input.PosP = _VSPS_PosP;
    highp vec4 _363 = _main(Input);
    _entryPointOutput = _363;
}

#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 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;
}



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;
}


CBVS0.mCameraProjCBVS0.mModel_InstCBVS0.mModelCBVS0.fUVCBVS0.fAlphaUVCBVS0.fUVDistortionUVCBVS0.fBlendUVCBVS0.fBlendAlphaUVCBVS0.fBlendUVDistortionUVCBVS0.flipbookParameter1CBVS0.flipbookParameter2CBVS0.fFlipbookIndexAndNextRateCBVS0.fModelAlphaThresholdCBVS0.fModelColorCBVS0.fLightDirectionCBVS0.fLightColorCBVS0.fLightAmbientCBVS0.mUVInversedstatic EffekseerRendererGL::ModelRendererRef EffekseerRendererGL::ModelRenderer::Create(EffekseerRendererGL::RendererImplemented*)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.ModelRenderer.cpprenderer != nullptrModelRendererLitAdModelRendererUnlitAdModelRendererDistAdModelRendererLitModelRendererUnlitModelRendererDitInput_PosPOSITIONInput_NormalNORMALInput_BinormalInput_TangentInput_UVTEXCOORDInput_Colorbasic_string::_M_construct null not validvector::_M_realloc_insertvoid EffekseerRenderer::ModelRendererBase::RenderPass(RENDERER*, SHADER*, SHADER*, SHADER*, SHADER*, SHADER*, SHADER*, const efkModelNodeParam&, int32_t, void*) [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader; MODEL = Effekseer::Model; bool Instancing = true; int InstanceCount = 10; VertexConstantBufferType = EffekseerRenderer::ModelRendererMaterialVertexConstantBuffer<10>; bool REQUIRE_ADVANCED_DATA = false; EffekseerRenderer::efkModelNodeParam = Effekseer::ModelRenderer::NodeParameter; int32_t = int]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/../../EffekseerRendererCommon/EffekseerRenderer.ModelRendererBase.h0void EffekseerRenderer::ModelRendererBase::RenderPass(RENDERER*, SHADER*, SHADER*, SHADER*, SHADER*, SHADER*, SHADER*, const efkModelNodeParam&, int32_t, void*) [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader; MODEL = Effekseer::Model; bool Instancing = true; int InstanceCount = 10; VertexConstantBufferType = EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<10>; bool REQUIRE_ADVANCED_DATA = true; EffekseerRenderer::efkModelNodeParam = Effekseer::ModelRenderer::NodeParameter; int32_t = int]void EffekseerRenderer::ModelRendererBase::RenderPass(RENDERER*, SHADER*, SHADER*, SHADER*, SHADER*, SHADER*, SHADER*, const efkModelNodeParam&, int32_t, void*) [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader; MODEL = Effekseer::Model; bool Instancing = true; int InstanceCount = 10; VertexConstantBufferType = EffekseerRenderer::ModelRendererVertexConstantBuffer<10>; bool REQUIRE_ADVANCED_DATA = false; EffekseerRenderer::efkModelNodeParam = Effekseer::ModelRenderer::NodeParameter; int32_t = int]cannot create std::vector larger than max_size()basic_string::_M_createvoid EffekseerRenderer::StandardRenderer::Rendering() [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/../../EffekseerRendererCommon/EffekseerRenderer.StandardRenderer.hvb == lastVb_vbData != nullptrvbOffset == cpuBufStartrenderInfos_.size() == 1 && renderInfos_[0].offset == 0void EffekseerRenderer::StandardRenderer::Rendering_(const Effekseer::SIMD::Mat44f&, const Effekseer::SIMD::Mat44f&, int32_t, int32_t, int32_t, int32_t, const EffekseerRenderer::StandardRendererState&) [with RENDERER = EffekseerRendererGL::RendererImplemented; SHADER = EffekseerRendererGL::Shader; int32_t = int]vbOffset % stride == 0vector::_M_default_append??C????N19EffekseerRendererGL13ModelRendererEN17EffekseerRenderer17ModelRendererBaseEN9Effekseer13ModelRendererE?I@?7?5?@ABCDEFGHJ???????JLJ???&'&&&&)/?virtual void EffekseerRendererGL::RenderState::Update(bool)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.RenderState.cppbound > 0N19EffekseerRendererGL11RenderStateE?I@?7?5?@ABCDEFGHJ???????JLJ???
array::at: __n (which is %zu) >= _Nm (which is %zu)vector::_M_default_appendN9Effekseer24CompiledMaterialBinaryGLEN9Effekseer18MaterialCompilerGLEN9Effekseer22CompiledMaterialBinaryE?I@?7?5?@ABCDEFGHJ???????JLJ???
vec3 GetLightDirection() {
	return vec3(0,0,0);
}
vec3 GetLightColor() {
	return vec3(0,0,0);
}
vec3 GetLightAmbientColor() {
	return vec3(0,0,0);
}

vec3 GetLightDirection() {
	return lightDirection.xyz;
}
vec3 GetLightColor() {
	return lightColor.xyz;
}
vec3 GetLightAmbientColor() {
	return lightAmbientColor.xyz;
}

#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
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define half2 vec2
#define half3 vec3
#define half4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4

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(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;
//$C_OUT1$
//$C_OUT2$

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;


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;

	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
}


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;

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



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;
//$C_OUT1$
//$C_OUT2$

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



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;

	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
}



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



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


	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));
}


	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;
}

floatvec2vec3vec4mat4std::string Effekseer::GLSL::ShaderGenerator::GetType(int32_t)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/EffekseerMaterialCompiler/GLSLGenerator/ShaderGenerator.cpp0.x.xy.xyz.xyzwstd::string Effekseer::GLSL::ShaderGenerator::GetElement(int32_t)uniform  ;layout(set = , binding = ) uniform sampler2D layout(binding = uniform sampler2D #define FRAGCOLOR out_flagColorlayout(location = 0) out vec4 out_flagColor; 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;
#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
const = vec4(0,0,0,0);_};$F1$$F2$$F3$$F4$predefined_uniform.x$TIME$predefined_uniform.y$EFFECTSCALE$predefined_uniform.w$LOCALTIME$uv$UV$mod$MODConvertFromSRGBTexture()$TEX_P$$TEX_STEX2D(,GetUV(), 0.0)))vec4(,0.0,1.0)LAYOUT() IN  atCustomData1;//$C_IN1$OUT mediump  v_CustomData1;//$C_OUT1$IN mediump //$C_PIN1$ atCustomData2;//$C_IN2$ v_CustomData2;//$C_OUT2$//$C_PIN2$basic_string::_M_construct null not valid00010203040506070809101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899%f?I@?7?5

#define FLT_EPSILON 1.192092896e-07

float3 PositivePow(float3 base, float3 power)
{
	return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
}

// based on http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
half3 SRGBToLinear(half3 c)
{
	return min(c, c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878));
}

half4 SRGBToLinear(half4 c)
{
	return half4(SRGBToLinear(c.rgb), c.a);
}

half3 LinearToSRGB(half3 c)
{
	return max(1.055 * PositivePow(c, float3(0.416666667,0.416666667,0.416666667)) - 0.055, 0.0);
}

half4 LinearToSRGB(half4 c)
{
	return half4(LinearToSRGB(c.rgb), c.a);
}

half4 ConvertFromSRGBTexture(half4 c)
{
	if (predefined_uniform.z == 0.0)
	{
		return c;
	}

	return LinearToSRGB(c);
}

half4 ConvertToScreen(half4 c)
{
	if (predefined_uniform.z == 0.0)
	{
		return c;
	}

	return SRGBToLinear(c);
}



float LinearStep(float s, float e, float v) {
	return clamp((v - s) / (e - s), 0.0, 1.0);
}

#ifdef EFK__OPENGL2__

struct Gradient
{
	int colorCount;
	int alphaCount;
	int reserved1;
	int reserved2;
	float4 c1;
	float4 c2;
	float4 c3;
	float4 c4;
	float4 c5;
	float4 c6;
	float4 c7;
	float4 c8;
	float2 a1;
	float2 a2;
	float2 a3;
	float2 a4;
	float2 a5;
	float2 a6;
	float2 a7;
	float2 a8;
};

float4 SampleGradient(Gradient gradient, float t) {
	float4 colors[8];
	float2 alphas[8];

	colors[0] = gradient.c1;
	colors[1] = gradient.c2;
	colors[2] = gradient.c3;
	colors[3] = gradient.c4;
	colors[4] = gradient.c5;
	colors[5] = gradient.c6;
	colors[6] = gradient.c7;
	colors[7] = gradient.c8;
	alphas[0].xy = gradient.a1;
	alphas[1].xy = gradient.a2;
	alphas[2].xy = gradient.a3;
	alphas[3].xy = gradient.a4;
	alphas[4].xy = gradient.a5;
	alphas[5].xy = gradient.a6;
	alphas[6].xy = gradient.a7;
	alphas[7].xy = gradient.a8;

	float t_clamp = clamp(t, 0.0, 1.0);
	float3 color = colors[0].xyz;
	for(int i = 1; i < 8; i++) {
		float ratio = LinearStep(colors[i-1].w, colors[i].w, t_clamp);
		color = LERP(color, colors[i].xyz, ratio);
	}

	float alpha = alphas[0].x;
	for(int i = 1; i < 8; i++) {
		float ratio = LinearStep(alphas[i-1].y, alphas[i].y, t_clamp);
		alpha = LERP(alpha, alphas[i].x, ratio);
	}
	return float4(color, alpha);
}

Gradient GradientParameter(float4 param_v, float4 param_c1, float4 param_c2, float4 param_c3, float4 param_c4, float4 param_c5, float4 param_c6, float4 param_c7, float4 param_c8, float4 param_a1, float4 param_a2, float4 param_a3, float4 param_a4)
{
	Gradient g;
	g.colorCount = int(param_v.x);
	g.alphaCount = int(param_v.y);
	g.reserved1 = int(param_v.z);
	g.reserved2 = int(param_v.w);

	g.c1 = param_c1;
	g.c2 = param_c2;
	g.c3 = param_c3;
	g.c4 = param_c4;
	g.c5 = param_c5;
	g.c6 = param_c6;
	g.c7 = param_c7;
	g.c8 = param_c8;

	g.a1 = param_a1.xy;
	g.a2 = param_a1.zw;
	g.a3 = param_a2.xy;
	g.a4 = param_a2.zw;
	g.a5 = param_a3.xy;
	g.a6 = param_a3.zw;
	g.a7 = param_a4.xy;
	g.a8 = param_a4.zw;

	return g;
}

#else

struct Gradient
{
	int colorCount;
	int alphaCount;
	int reserved1;
	int reserved2;
	float4 colors[8];
	float2 alphas[8];
};

float4 SampleGradient(Gradient gradient, float t) {
	float t_clamp = clamp(t, 0.0, 1.0);
	float3 color = gradient.colors[0].xyz;
	for(int i = 1; i < 8; i++) {
		float ratio = LinearStep(gradient.colors[i-1].w, gradient.colors[i].w, t_clamp);
		color = LERP(color, gradient.colors[i].xyz, ratio);
	}

	float alpha = gradient.alphas[0].x;
	for(int i = 1; i < 8; i++) {
		float ratio = LinearStep(gradient.alphas[i-1].y, gradient.alphas[i].y, t_clamp);
		alpha = LERP(alpha, gradient.alphas[i].x, ratio);
	}
	return float4(color, alpha);
}

Gradient GradientParameter(float4 param_v, float4 param_c1, float4 param_c2, float4 param_c3, float4 param_c4, float4 param_c5, float4 param_c6, float4 param_c7, float4 param_c8, float4 param_a1, float4 param_a2, float4 param_a3, float4 param_a4)
{
	Gradient g;
	g.colorCount = int(param_v.x);
	g.alphaCount = int(param_v.y);
	g.reserved1 = int(param_v.z);
	g.reserved2 = int(param_v.w);
	g.colors[0] = param_c1;
	g.colors[1] = param_c2;
	g.colors[2] = param_c3;
	g.colors[3] = param_c4;
	g.colors[4] = param_c5;
	g.colors[5] = param_c6;
	g.colors[6] = param_c7;
	g.colors[7] = param_c8;
	g.alphas[0].xy = param_a1.xy;
	g.alphas[1].xy = param_a1.zw;
	g.alphas[2].xy = param_a2.xy;
	g.alphas[3].xy = param_a2.zw;
	g.alphas[4].xy = param_a3.xy;
	g.alphas[5].xy = param_a3.zw;
	g.alphas[6].xy = param_a4.xy;
	g.alphas[7].xy = param_a4.zw;
	return g;
}

#endif



float Rand2(float2 n) { 
	return FRAC(sin(dot(n, float2(12.9898, 78.233))) * 43758.5453123);
}

float SimpleNoise_Block(float2 uv) {
	int2 uvi = int2(floor(uv));
	float2 uvf = FRAC(uv);
	uvf = uvf * uvf * (3.0 - 2.0 * uvf);
	float x0 = LERP(Rand2(float2(uvi + int2(0, 0))), Rand2(float2(uvi + int2(1, 0))), uvf.x);
	float x1 = LERP(Rand2(float2(uvi + int2(0, 1))), Rand2(float2(uvi + int2(1, 1))), uvf.x);
	return LERP(x0, x1, uvf.y);
}

float SimpleNoise(float2 uv, float scale) {
	const int iter = 3;
	float ret = 0.0;
	for(int i = 0; i < iter; i++) {
		float duration = pow(2.0, float(i));
		float intensity = pow(0.5, float(iter-i));
		ret += SimpleNoise_Block(uv * scale / duration) * intensity;
	}

	return ret;
}

Gradient () {Gradient g;g.colorCount = ;g.alphaCount = g.reserved1 = 0;g.reserved2 = 0;#ifdef EFK__OPENGL2__g.c.x = .y = .z = .w = g.a#elseg.colors[].x = ].y = ].z = ].w = g.alphas[#endifreturn g; }basic_string::_M_construct null not valid???I@?C?I@vector::_M_realloc_insertvector::_M_default_appendN9Effekseer11CurveLoaderEN9Effekseer5CurveE?I@Effekseer::DefaultFileReader::DefaultFileReader(FILE*)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.DefaultFile.cppfilePtr != nullptrEffekseer::DefaultFileWriter::DefaultFileWriter(FILE*)rbwbN9Effekseer20DefaultFileInterfaceEN9Effekseer17DefaultFileWriterEN9Effekseer17DefaultFileReaderEN9Effekseer10FileWriterEN9Effekseer10FileReaderE?I@?@ABCDEFGHJ???????JLJ????7?5void Effekseer::EffectFactory::SetTexture(Effekseer::Effect*, int32_t, Effekseer::TextureType, Effekseer::TextureRef)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.Effect.cpp0 <= index && index < effect_->m_pImages.size()0 <= index && index < effect_->m_normalImages.size()0 <= index && index < effect_->m_distortionImages.size()void Effekseer::EffectFactory::SetSound(Effekseer::Effect*, int32_t, Effekseer::SoundDataRef)0 <= index && index < effect_->m_pWaves.size()void Effekseer::EffectFactory::SetModel(Effekseer::Effect*, int32_t, Effekseer::ModelRef)0 <= index && index < effect_->models_.size()void Effekseer::EffectFactory::SetMaterial(Effekseer::Effect*, int32_t, Effekseer::MaterialRef)0 <= index && index < effect_->materials_.size()void Effekseer::EffectFactory::SetCurve(Effekseer::Effect*, int32_t, Effekseer::CurveRef)0 <= index && index < effect_->curves_.size()void Effekseer::EffectFactory::SetProceduralModel(Effekseer::Effect*, int32_t, Effekseer::ModelRef)0 <= index && index < effect_->proceduralModels_.size()SKFEDefaultvirtual void Effekseer::EffectImplemented::SetTexture(int32_t, Effekseer::TextureType, Effekseer::TextureRef)0 <= index && index < m_pImages.size()0 <= index && index < m_normalImages.size()0 <= index && index < m_distortionImages.size()virtual void Effekseer::EffectImplemented::SetSound(int32_t, Effekseer::SoundDataRef)0 <= index && index < m_pWaves.size()virtual void Effekseer::EffectImplemented::SetModel(int32_t, Effekseer::ModelRef)0 <= index && index < models_.size()virtual void Effekseer::EffectImplemented::SetMaterial(int32_t, Effekseer::MaterialRef)0 <= index && index < materials_.size()virtual void Effekseer::EffectImplemented::SetCurve(int32_t, Effekseer::CurveRef)0 <= index && index < curves_.size()virtual void Effekseer::EffectImplemented::SetProceduralModel(int32_t, Effekseer::ModelRef)0 <= index && index < proceduralModels_.size()virtual void Effekseer::EffectImplemented::ReloadResources(const void*, int32_t, const char16_t*)reloadingBackup != nullptrbool Effekseer::ProceduralModelParameter::Load(Effekseer::BinaryReader&, int) [with bool T = true]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Model/ProceduralModelParameter.h0void Effekseer::EffectReloadingBackup::HolderCollection::Push(const char16_t*, T) [with T = Effekseer::RefPtr]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectImplemented.hit->second.value == valuevoid Effekseer::EffectReloadingBackup::HolderCollection::Push(const char16_t*, T) [with T = Effekseer::RefPtr]void Effekseer::EffectReloadingBackup::HolderCollection::Push(const char16_t*, T) [with T = Effekseer::RefPtr]void Effekseer::EffectReloadingBackup::HolderCollection::Push(const char16_t*, T) [with T = Effekseer::RefPtr]void Effekseer::EffectReloadingBackup::HolderCollection::Push(const char16_t*, T) [with T = Effekseer::RefPtr]vector::_M_realloc_insertbasic_string::_M_construct null not validvector::_M_default_appendbasic_string::_M_createbasic_string::_M_replace*ZNK9Effekseer17EffectImplemented13CalculateTermEvEUlPNS_10EffectNodeERNS_18EffectInstanceTermEE_???N9Effekseer17EffectImplementedEN9Effekseer6EffectEN9Effekseer13EffectFactoryE?I@?7?5?@ABCDEFGHJ???????JLJ???void Effekseer::ParameterCommonValues::Load(unsigned char*&, const Effekseer::EffectImplemented*)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/BasicSettings.hsize == sizeof(ParameterCommonValues)size == sizeof(ParameterCommonValues_8)void Effekseer::ParameterCustomData::load(uint8_t*&, int32_t)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/CustomData.h0void Effekseer::ScalingParameter::Load(unsigned char*&, int)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Scaling.hsize == sizeof(ParameterScalingFixed)size == sizeof(ParameterScalingPVA)size == sizeof(ParameterScalingSinglePVA)void Effekseer::TranslationParameter::Load(unsigned char*&, int)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Translation.hsize == sizeof(ParameterTranslationPVA)virtual void Effekseer::EffectNodeImplemented::LoadRendererParameter(unsigned char*&, const SettingRef&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectNode.cpptype == GetType()static Effekseer::EffectNodeImplemented* Effekseer::EffectNodeImplemented::Create(Effekseer::Effect*, Effekseer::EffectNode*, unsigned char*&)vector::_M_default_append??C??????}St23_Sp_counted_ptr_inplaceIN9Effekseer8GradientESaIS1_ELN9__gnu_cxx12_Lock_policyE2EEN9Effekseer14EffectNodeRootEN9Effekseer21EffectNodeImplementedEN9Effekseer15ParameterEasingINS_4SIMD5Vec3fEEEN9Effekseer15ParameterEasingIfEEN9Effekseer10EffectNodeE?I@?7?5void Effekseer::easing_color::setValueToArg(Effekseer::Color&, const Effekseer::Color&, const Effekseer::Color&, float) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InternalStruct.hstart.mode == end.mode?@ABCDEFGHJ???????JLJ???virtual void Effekseer::EffectNodeModel::LoadRendererParameter(unsigned char*&, const SettingRef&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectNodeModel.cpptype == GetType()??(BCpB
??????2???F???Z???n???N9Effekseer15EffectNodeModelE?I@?7?5void Effekseer::easing_color::setValueToArg(Effekseer::Color&, const Effekseer::Color&, const Effekseer::Color&, float) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InternalStruct.hstart.mode == end.mode?@ABCDEFGHJ???????JLJ???virtual void Effekseer::EffectNodeRibbon::LoadRendererParameter(unsigned char*&, const SettingRef&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectNodeRibbon.cpptype == GetType()virtual void Effekseer::EffectNodeRibbon::BeginRenderingGroup(Effekseer::InstanceGroup*, Effekseer::Manager*, void*)false??(BCpB??N9Effekseer16EffectNodeRibbonE?I@?7?5void Effekseer::easing_color::setValueToArg(Effekseer::Color&, const Effekseer::Color&, const Effekseer::Color&, float) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InternalStruct.hstart.mode == end.mode?@ABCDEFGHJ???????JLJ???virtual void Effekseer::EffectNodeRing::LoadRendererParameter(unsigned char*&, const SettingRef&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectNodeRing.cpptype == GetType()??(BC?C@?B?pB?N9Effekseer14EffectNodeRingE?I@?7?5void Effekseer::easing_color::setValueToArg(Effekseer::Color&, const Effekseer::Color&, const Effekseer::Color&, float) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InternalStruct.hstart.mode == end.mode?@ABCDEFGHJ???????JLJ???virtual void Effekseer::EffectNodeSprite::LoadRendererParameter(unsigned char*&, const SettingRef&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectNodeSprite.cpptype == GetType()??(BC??pBN9Effekseer16EffectNodeSpriteE?I@?7?5void Effekseer::easing_color::setValueToArg(Effekseer::Color&, const Effekseer::Color&, const Effekseer::Color&, float) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InternalStruct.hstart.mode == end.mode?@ABCDEFGHJ???????JLJ???virtual void Effekseer::EffectNodeTrack::LoadRendererParameter(unsigned char*&, const SettingRef&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.EffectNodeTrack.cpptype == GetType()virtual void Effekseer::EffectNodeTrack::BeginRenderingGroup(Effekseer::InstanceGroup*, Effekseer::Manager*, void*)false??(BCpBN9Effekseer15EffectNodeTrackE?I@?7?5float Effekseer::FCurve::GetValue(float, float, Effekseer::FCurveTimelineType) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.FCurves.cppframe / freq_ >= 0.0fvector::_M_realloc_insert??????B???8?I@?7?5?@ABCDEFGHJ???????JLJ???static std::array Effekseer::CustomDataFunctions::GetCustomData(const Effekseer::ParameterCustomData*, const Effekseer::InstanceCustomData*, const Effekseer::InstanceGlobal*, float, float)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/CustomData.hfalsestatic void Effekseer::ScalingFunctions::InitScaling(Effekseer::ScalingState&, const Effekseer::ScalingParameter&, Effekseer::RandObject&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, float, float, const Effekseer::Instance*, const Effekseer::DynamicFactorParameter&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Scaling.hscalingParam.ScalingFCurve != nullptrscalingParam.ScalingSingleFCurve != nullptrstatic Effekseer::SIMD::Vec3f Effekseer::ScalingFunctions::UpdateScaling(Effekseer::ScalingState&, const Effekseer::ScalingParameter&, Effekseer::RandObject&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, float, float, const Effekseer::Instance*, const Effekseer::DynamicFactorParameter&)void Effekseer::TranslationParameter::InitializeTranslationState(Effekseer::InstanceTranslationState&, Effekseer::SIMD::Vec3f&, Effekseer::SIMD::Vec3f&, Effekseer::RandObject&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, float, float, const Effekseer::Instance*, const Effekseer::DynamicFactorParameter&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Translation.hTranslationFCurve != nullptrEffekseer::SIMD::Vec3f Effekseer::TranslationParameter::CalculateTranslationState(Effekseer::InstanceTranslationState&, Effekseer::RandObject&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, float, float, const Effekseer::Instance*, Effekseer::CoordinateSystem, const Effekseer::DynamicFactorParameter&)virtual Effekseer::Instance::~Instance()/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.Instance.cppm_State != eInstanceState::INSTANCE_STATE_ACTIVEvoid Effekseer::Instance::ApplyBaseMatrix(const Effekseer::SIMD::Mat43f&)globalMatrix_rendered.IsValid()void Effekseer::Instance::Initialize(Effekseer::Instance*, float, int32_t)this->m_pContainer != nullptrvoid Effekseer::Instance::FirstUpdate()m_ParentMatrix.IsValid()void Effekseer::Instance::Update(float, bool)void Effekseer::Instance::UpdateTransform(float)m_pEffectNode != nullptrm_pContainer != nullptrcalcMat.IsValid()globalMatrix_.GetCurrent().IsValid()void Effekseer::Instance::UpdateParentMatrix(float)void Effekseer::Instance::Draw(Effekseer::Instance*, int32_t, void*)std::array Effekseer::Instance::GetCustomData(int32_t) const0 <= index && index < 2cannot create std::vector larger than max_size()vector::_M_realloc_insert???????@?@???'7?B??C??7?5w????????N9Effekseer8InstanceEN9Effekseer11IRandObjectEN9Effekseer13IntrusiveListINS_8InstanceEE4NodeE?I@?7?5?@ABCDEFGHJ???????JLJ???virtual Effekseer::InstanceContainer::~InstanceContainer()/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InstanceContainer.cppm_headGroups == nullptrm_tailGroups == nullptrEffekseer::InstanceContainer* Effekseer::InstanceContainer::GetChild(int)index < static_cast(m_Children.size())void Effekseer::InstanceContainer::RemoveInvalidGroups()m_tailGroups == nullptr || m_tailGroups->NextUsedByContainer == nullptrEffekseer::InstanceGroup* Effekseer::InstanceContainer::CreateInstanceGroup()Effekseer::IntrusiveList::Iterator& Effekseer::IntrusiveList::Iterator::operator++() [with T = Effekseer::InstanceContainer]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.IntrusiveList.hm_Node != nullptrEffekseer::IntrusiveList::Type* Effekseer::IntrusiveList::Iterator::operator*() const [with T = Effekseer::InstanceContainer; Effekseer::IntrusiveList::Type = Effekseer::InstanceContainer]void Effekseer::IntrusiveList::push_back(Effekseer::IntrusiveList::Type*) [with T = Effekseer::InstanceContainer; Effekseer::IntrusiveList::Type = Effekseer::InstanceContainer]newObject != nullptrnewObject->m_PrevNode == nullptrnewObject->m_NextNode == nullptrEffekseer::IntrusiveList::Iterator Effekseer::IntrusiveList::Iterator::operator++(int) [with T = Effekseer::InstanceContainer]Effekseer::IntrusiveList::Iterator& Effekseer::IntrusiveList::Iterator::operator++() [with T = Effekseer::Instance]Effekseer::IntrusiveList::Type* Effekseer::IntrusiveList::Iterator::operator*() const [with T = Effekseer::Instance; Effekseer::IntrusiveList::Type = Effekseer::Instance]Effekseer::IntrusiveList::Iterator Effekseer::IntrusiveList::Iterator::operator++(int) [with T = Effekseer::Instance]Effekseer::IntrusiveList::Type* Effekseer::IntrusiveList::ReverseIterator::operator*() const [with T = Effekseer::Instance; Effekseer::IntrusiveList::Type = Effekseer::Instance]Effekseer::IntrusiveList::ReverseIterator Effekseer::IntrusiveList::ReverseIterator::operator++(int) [with T = Effekseer::Instance]N9Effekseer17InstanceContainerEN9Effekseer13IntrusiveListINS_17InstanceContainerEE4NodeE?I@?7?5static void* Effekseer::InstanceGlobal::operator new(size_t)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InstanceGlobal.cppsizeof(InstanceGlobal) == sizestd::array Effekseer::InstanceGlobal::GetDynamicEquationResult(int32_t)0 <= index && index < dynamicEqResults.size()??N9Effekseer14InstanceGlobalE?I@?7?5?@ABCDEFGHJ???????JLJ???void Effekseer::IntrusiveList::push_back(Effekseer::IntrusiveList::Type*) [with T = Effekseer::Instance; Effekseer::IntrusiveList::Type = Effekseer::Instance]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.IntrusiveList.hnewObject != nullptrnewObject->m_PrevNode == nullptrnewObject->m_NextNode == nullptrT* Effekseer::IntrusiveList::front() const [with T = Effekseer::Instance]m_HeadNode != nullptrEffekseer::IntrusiveList::Type* Effekseer::IntrusiveList::Iterator::operator*() const [with T = Effekseer::Instance; Effekseer::IntrusiveList::Type = Effekseer::Instance]m_Node != nullptrEffekseer::IntrusiveList::Iterator Effekseer::IntrusiveList::Iterator::operator++(int) [with T = Effekseer::Instance]Effekseer::IntrusiveList::Iterator& Effekseer::IntrusiveList::Iterator::operator++() [with T = Effekseer::Instance]void Effekseer::IntrusiveList::pop_front() [with T = Effekseer::Instance]Effekseer::IntrusiveList::Type* Effekseer::IntrusiveList::Iterator::operator->() const [with T = Effekseer::Instance; Effekseer::IntrusiveList::Type = Effekseer::Instance]???I@float Effekseer::InternalScript::GetRegisterValue(int, const std::array&, const std::array&, const std::array&) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.InternalScript.cppfalsevector::_M_default_append???N9Effekseer14InternalScriptE?I@?7?5?@ABCDEFGHJ???????JLJ???Effekseer::Instance* Effekseer::ManagerImplemented::CreateInstance(Effekseer::EffectNodeImplemented*, Effekseer::InstanceContainer*, Effekseer::InstanceGroup*)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.Manager.cppgenerationNumber < GenerationsMaxvoid Effekseer::ManagerImplemented::UpdateHandleInternal(Effekseer::ManagerImplemented::DrawSet&)e != nullptrdrawSet.GlobalPointer->dynamicEqResults.size() >= e->dynamicEquation.size()void Effekseer::ManagerImplemented::ResetAndPlayWithDataSet(Effekseer::ManagerImplemented::DrawSet&, float)drawSet.ParameterPointer != nullptreffect != nullptrvector::reservevector::_M_realloc_insertvector::_M_default_appendcannot create std::deque larger than max_size()*ZN9Effekseer18ManagerImplemented8DoUpdateERKNS_7Manager15UpdateParameterEiEUlvE_*ZN9Effekseer18ManagerImplemented6UpdateERKNS_7Manager15UpdateParameterEEUlvE_????pB???}PFivEN9Effekseer18ManagerImplementedEN9Effekseer7ManagerEFivE?I@?????????????">??@?@???B??E0?H@EL@?A4D?G|]J??I@??">??@?@???B??E0?H@EL@?A4D?G|]J????????I@???F?DAN9Effekseer10RandObjectE?I@???I@?@ABCDEFGHJ???????JLJ???bool Effekseer::ProceduralModelParameter::operator<(const Effekseer::ProceduralModelParameter&) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Model//ProceduralModelParameter.h0?7?5basic_string::_M_replacebasic_string::_M_create?I@?7?5?@ABCDEFGHJ???????JLJ???vector::_M_realloc_insert??N9Effekseer15ResourceManagerEN9Effekseer7SettingE?I@?I@?7?5??I@*NSt6thread11_State_implINS_8_InvokerISt5tupleIJZN9Effekseer12WorkerThread6LaunchEvEUlvE_EEEEEE?I@?7?5?@ABCDEFGHJ???????JLJ???EFKMPRM_GENEbasic_string::_M_construct null not validvector::_M_realloc_insertvector::_M_range_check: __n (which is %zu) >= this->size() (which is %zu)vector::_M_default_append??N9Effekseer12MaterialFileE?@ABCDEFGHJ???????JLJ????I@?7?5eMCBarray::at: __n (which is %zu) >= _Nm (which is %zu)vector::reservebasic_string::_M_construct null not validvector::_M_default_appendN9Effekseer30CompiledMaterialBinaryInternalE?I@EFKEINFOEDITBIN_vector::_M_default_appendvector::_M_range_check: __n (which is %zu) >= this->size() (which is %zu)basic_string::_M_replacebasic_string::_M_createN9Effekseer13EfkEfcFactoryE?I@?7?5Effekseer::SIMD::Vec3f Effekseer::random_vector3d::getValue(const std::array&, int32_t, Effekseer::IRandObject&) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/../Effekseer.InternalStruct.hchannelCount <= 3?@ABCDEFGHJ???????JLJ???float Effekseer::ParameterEasing::getEaseValue(Effekseer::Easing3Type, float) const [with T = float]/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Easing.h0float Effekseer::ParameterEasing::getEaseValue(Effekseer::Easing3Type, float) const [with T = Effekseer::SIMD::Vec3f]??????7?5@?@@?@?ff???.?>0A?.:??.:>?g=A/?h??.?=?g Effekseer::Gradient::GetColorAndIntensity(float) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Effekseer.Parameters.cpp0float Effekseer::Gradient::GetAlpha(float) constvoid Effekseer::ApplyEq_(T&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, const Effekseer::Instance*, Effekseer::IRandObject*, int, const U&) [with T = float; U = float]e != nullptr0 <= dpInd && dpInd < static_cast(instg->dynamicEqResults.size())void Effekseer::ApplyEq_(T&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, const Effekseer::Instance*, Effekseer::IRandObject*, int, const U&) [with T = Effekseer::SIMD::Vec3f; U = Effekseer::SIMD::Vec3f]void Effekseer::ApplyEq_(T&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, const Effekseer::Instance*, Effekseer::IRandObject*, int, const U&) [with T = Effekseer::vector3d; U = Effekseer::vector3d]??pB?I@?7?5?@ABCDEFGHJ???????JLJ???void Effekseer::RotationParameter::Load(unsigned char*&, int)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Parameter/Rotation.cppsize == sizeof(ParameterRotationFixed)size == sizeof(ParameterRotationPVA)size == sizeof(ParameterRotationAxisPVA)static void Effekseer::RotationFunctions::InitRotation(Effekseer::RotationState&, const Effekseer::RotationParameter&, Effekseer::RandObject&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, float, float, const Effekseer::Instance*, const Effekseer::DynamicFactorParameter&)rotationParam.RotationFCurve != nullptrstatic Effekseer::SIMD::Mat43f Effekseer::RotationFunctions::CalculateRotation(Effekseer::RotationState&, const Effekseer::RotationParameter&, Effekseer::RandObject&, const Effekseer::Effect*, const Effekseer::InstanceGlobal*, float, float, const Effekseer::Instance*, const Effekseer::DynamicFactorParameter&, const Effekseer::Vector3D&)???o?:??I@PFPvjjEPFvPvjEPFPvjEFvPvjEFPvjEFPvjjE?7?5?I@??">??@?@???B??E0?H@EL@?A4D?G|]J????7?5??7?5?I@??">??@?@???B??E0?H@EL@?A4D?G|]J?????I@?7?5?I@?7?5?@ABCDEFGHJ???????JLJ???bool Effekseer::LocalForceFieldElementParameter::Load(uint8_t*&, int32_t)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/ForceField/ForceFields.cpp0bool Effekseer::LocalForceFieldParameter::Load(uint8_t*&, int32_t)size == 0size == sizeof(vector3d)size == sizeof(LocationAbs.attractiveForce)????????F_????7?5???3??@?@??8pB?@@A A?I@?7?5?@ABCDEFGHJ???????JLJ???Effekseer::ProceduralMesh Effekseer::RotatorMeshGenerator::Generate(int32_t, int32_t) const/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Model/ProceduralModelGenerator.cppdepthDivision > 1angleDivision > 1virtual Effekseer::ModelRef Effekseer::ProceduralModelGenerator::Generate(const Effekseer::ProceduralModelParameter&)0vector::_M_default_appendvector::_M_realloc_insertcannot create std::vector larger than max_size()*ZN9Effekseer24ProceduralModelGenerator8GenerateERKNS_24ProceduralModelParameterEEUlfE2_*ZN9Effekseer24ProceduralModelGenerator8GenerateERKNS_24ProceduralModelParameterEEUlfE1_*ZN9Effekseer24ProceduralModelGenerator8GenerateERKNS_24ProceduralModelParameterEEUlfE0_*ZN9Effekseer24ProceduralModelGenerator8GenerateERKNS_24ProceduralModelParameterEEUlfE_*ZN9Effekseer24ProceduralModelGenerator8GenerateERKNS_24ProceduralModelParameterEEUlNS_4SIMD5Vec3fEE3_?????">??@?@???B??E0?H@EL@?A4D?G|]J???F_?D??8C?I@??4C?7?5?CN9Effekseer24ProceduralModelGeneratorE?I@vector::reservevector::_M_default_appendvector::_M_realloc_insert??????>N9Effekseer5ModelE?I@N9Effekseer11ModelLoaderE?7?5?I@vector::_M_realloc_insertvector::_M_insert_auxvector::_M_default_append???@@?@?I@?7?5virtual bool Effekseer::DefaultEffectLoader::Load(const char16_t*, void*&, int32_t&)/home/runner/work/EffekseerForMultiLanguages/EffekseerForMultiLanguages/src/cpp/Effekseer/Dev/Cpp/Effekseer/Effekseer/Effekseer.DefaultEffectLoader.cpppath != nullptrN9Effekseer19DefaultEffectLoaderEN9Effekseer12EffectLoaderE?I@?7?5?@ABCDEFGHJ???????JLJ????7?5?I@?????F_?@pA A@??:D>??'7?????=C??<A;0??0Ln??L??+??t?<,????u???d???????2???ą??????????
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