#version 310 es precision mediump float; precision highp int; layout(binding = 4, std140) uniform GlobalPSData { vec4 g_CamPos; vec4 g_SunDir; vec4 g_SunColor; vec4 g_ResolutionParams; vec4 g_TimeParams; vec4 g_FogColor_Distance; } _101; layout(binding = 2) uniform mediump sampler2D TexNormalmap; layout(location = 3) out vec4 LightingOut; layout(location = 2) out vec4 NormalOut; layout(location = 1) out vec4 SpecularOut; layout(location = 0) out vec4 AlbedoOut; layout(location = 0) in vec2 TexCoord; layout(location = 1) in vec3 EyeVec; void main() { vec3 _68 = normalize((texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0)); float _113 = smoothstep(0.0, 0.1500000059604644775390625, (_101.g_CamPos.y + EyeVec.y) * 0.004999999888241291046142578125); float _125 = smoothstep(0.699999988079071044921875, 0.75, _68.y); vec3 _130 = mix(vec3(0.100000001490116119384765625), mix(vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.100000001490116119384765625), vec3(0.800000011920928955078125), vec3(_113)), vec3(_125)); LightingOut = vec4(0.0); NormalOut = vec4((_68 * 0.5) + vec3(0.5), 0.0); SpecularOut = vec4(1.0 - (_125 * _113), 0.0, 0.0, 0.0); AlbedoOut = vec4(_130 * _130, 1.0); }