cbuffer EffectUniforms : register(b0) { float2 _14_pixelShift : packoffset(c0); float2 _14_mapPosition : packoffset(c0.z); float _14_zoom : packoffset(c1); float _14_daytimeAlphaButDoNotUseIt : packoffset(c1.y); float2 _14_renderResolution : packoffset(c1.z); float4 _14_offset : packoffset(c2); float4 _14_intensity : packoffset(c3); float4 _14_scaleU : packoffset(c4); float4 _14_scaleV : packoffset(c5); float _14_globalIntensity : packoffset(c6); float _14_globalScale : packoffset(c6.y); float _14_zoomFactor : packoffset(c6.z); float _14_zoomIntensity : packoffset(c6.w); }; cbuffer passParams : register(b1) { float _78_passTime : packoffset(c0); }; Texture2D noiseTexture : register(t0); SamplerState _noiseTexture_sampler : register(s0); static float4 gl_FragCoord; static float4 fragColor; struct SPIRV_Cross_Input { float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; static float2 map_Position; static float2 adjustedUV; static float2 uv; static float puddleWidth; static float puddleThreshold; static float puddleOpacity; void frag_main() { map_Position = (_14_mapPosition + (gl_FragCoord.xy / (32.0f * _14_zoom).xx)) * 32.0f; adjustedUV = map_Position / 1024.0f.xx; uv = adjustedUV; puddleWidth = 0.07500000298023223876953125f; puddleThreshold = 0.550000011920928955078125f; puddleOpacity = 0.60000002384185791015625f; float puddle = noiseTexture.Sample(_noiseTexture_sampler, uv).y; fragColor = float4(0.0f, 1.0f - (clamp(smoothstep(puddleThreshold - puddleWidth, puddleThreshold + puddleWidth, puddle), 0.0f, 1.0f) * puddleOpacity), 0.0f, 0.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; }