cbuffer EffectUniforms : register(b0) { float2 _27_pixelShift : packoffset(c0); float2 _27_mapPosition : packoffset(c0.z); float _27_zoom : packoffset(c1); float _27_daytimeAlphaButDoNotUseIt : packoffset(c1.y); float2 _27_renderResolution : packoffset(c1.z); float4 _27_offset : packoffset(c2); float4 _27_intensity : packoffset(c3); float4 _27_scaleU : packoffset(c4); float4 _27_scaleV : packoffset(c5); float _27_globalIntensity : packoffset(c6); float _27_globalScale : packoffset(c6.y); float _27_zoomFactor : packoffset(c6.z); float _27_zoomIntensity : packoffset(c6.w); }; 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; float4 _textureOffset(Texture2D textureInput, SamplerState _textureInput_sampler, float2 uv_1, float offset, float scaleU, float scaleV) { float4 outputTexture = textureInput.Sample(_textureInput_sampler, float2((uv_1.x + offset) * scaleU, (uv_1.y + offset) * scaleV)); return outputTexture; } void frag_main() { map_Position = (_27_mapPosition + (gl_FragCoord.xy / (32.0f * _27_zoom).xx)) * 32.0f; adjustedUV = map_Position / 1024.0f.xx; uv = adjustedUV; float2 param = uv; float param_1 = _27_offset.x; float param_2 = _27_scaleU.x * _27_globalScale; float param_3 = _27_scaleV.x * _27_globalScale; float redTint = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param, param_1, param_2, param_3).x, 0.0f, 1.0f); float2 param_4 = uv; float param_5 = _27_offset.y; float param_6 = _27_scaleU.y * _27_globalScale; float param_7 = _27_scaleV.y * _27_globalScale; float greenTint = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_4, param_5, param_6, param_7).y, 0.0f, 1.0f); float2 param_8 = uv; float param_9 = _27_offset.z; float param_10 = _27_scaleU.z * _27_globalScale; float param_11 = _27_scaleV.z * _27_globalScale; float blueTint = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_8, param_9, param_10, param_11).z, 0.0f, 1.0f); float2 param_12 = uv; float param_13 = _27_offset.w; float param_14 = _27_scaleU.w * _27_globalScale; float param_15 = _27_scaleV.w * _27_globalScale; float Tint = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_12, param_13, param_14, param_15).y, 0.0f, 1.0f); float2 param_16 = uv; float param_17 = _27_offset.x; float param_18 = (_27_scaleU.x * _27_globalScale) * _27_zoomFactor; float param_19 = (_27_scaleV.x * _27_globalScale) * _27_zoomFactor; float redTint_half = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_16, param_17, param_18, param_19).x, 0.0f, 1.0f); float2 param_20 = uv; float param_21 = _27_offset.y; float param_22 = (_27_scaleU.y * _27_globalScale) * _27_zoomFactor; float param_23 = (_27_scaleV.y * _27_globalScale) * _27_zoomFactor; float greenTint_half = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_20, param_21, param_22, param_23).y, 0.0f, 1.0f); float2 param_24 = uv; float param_25 = _27_offset.z; float param_26 = (_27_scaleU.z * _27_globalScale) * _27_zoomFactor; float param_27 = (_27_scaleV.z * _27_globalScale) * _27_zoomFactor; float blueTint_half = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_24, param_25, param_26, param_27).z, 0.0f, 1.0f); float2 param_28 = uv; float param_29 = _27_offset.w; float param_30 = (_27_scaleU.w * _27_globalScale) * _27_zoomFactor; float param_31 = (_27_scaleV.w * _27_globalScale) * _27_zoomFactor; float Tint_half = clamp(_textureOffset(noiseTexture, _noiseTexture_sampler, param_28, param_29, param_30, param_31).y, 0.0f, 1.0f); float zoom_mult = clamp(_27_zoom * 1.0f, 0.0f, 1.0f); blueTint = lerp((blueTint * _27_intensity.z) * _27_globalIntensity, ((blueTint_half * _27_intensity.z) * _27_globalIntensity) * _27_zoomIntensity, zoom_mult); redTint = lerp((redTint * _27_intensity.x) * _27_globalIntensity, ((redTint_half * _27_intensity.x) * _27_globalIntensity) * _27_zoomIntensity, zoom_mult); greenTint = lerp((greenTint * _27_intensity.y) * _27_globalIntensity, ((greenTint_half * _27_intensity.y) * _27_globalIntensity) * _27_zoomIntensity, zoom_mult); Tint = lerp((Tint * _27_intensity.w) * _27_globalIntensity, ((Tint_half * _27_intensity.w) * _27_globalIntensity) * _27_zoomIntensity, zoom_mult); float4 color = float4(1.0f - max(max(blueTint, greenTint), Tint), 1.0f - max(max(blueTint, redTint), Tint), 1.0f - max(max(greenTint, redTint), Tint), 1.0f); fragColor = color; } 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; }