#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) 
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader 2a87149b7154c69d
// Bomb - smoke
// Glow Lights Color Mod
// Credit for hsv functions http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl

#define HUE_ROTATION 134 //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://dba.med.sc.edu/price/irf/Adobe_tg/models/images/hsl_top.JPG
#define SATURATION_FACTOR 0.9 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping
#define VALUE_FACTOR 0.65 //same as above; applies to Value
#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency

const float hueRotation = HUE_ROTATION / 360.0;
#ifdef VULKAN
layout(set = 1, binding = 5) uniform ufBlock
{
uniform ivec4 uf_remappedPS[3];
uniform float uf_alphaTestRef;
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[3];
uniform float uf_alphaTestRef;
uniform vec2 uf_fragCoordScale;
#endif
// uf_alphaTestRef was moved to the ufBlock
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;
TEXTURE_LAYOUT(10, 1, 4) uniform samplerCubeArray textureUnitPS10;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);	
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);	
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);	
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
	return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
	return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
vec3 rgb2hsv(vec3 c) {
	vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
	vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
	vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));

	float d = q.x - min(q.w, q.y);
	float e = 1.0e-10;
	return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
	vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
	vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
	return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
backupReg0f = R10f.x;
backupReg1f = R7f.z;
R10f.x = (R0f.w * 2.0 + -(1.0));
R123f.y = (backupReg0f * 2.0 + -(1.0));
PV0f.y = R123f.y;
R7f.z = -(backupReg1f);
R123f.w = (R10f.w * 2.0 + -(1.0));
PV0f.w = R123f.w;
PS0f = 1.0 / R2f.w;
// 1
PV1f.x = mul_nonIEEE(R3f.y, PV0f.w);
R10f.y = mul_nonIEEE(R2f.y, PS0f);
PV1f.z = mul_nonIEEE(R3f.y, PV0f.y);
R10f.w = mul_nonIEEE(R2f.x, PS0f);
R11f.w = intBitsToFloat(uf_remappedPS[0].x);
PS1f = R11f.w;
// 2
backupReg0f = R5f.z;
backupReg1f = R5f.w;
R5f.xyz = vec3(R6f.x,R6f.y,backupReg0f) + vec3(PV1f.z,PV1f.x,PV1f.z);
R5f.w = backupReg1f + PV1f.x;
PS0f = 1.0 / R2f.w;
// 3
redcCUBE(vec4(R7f.z,R7f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,R7f.z,R7f.z),cubeMapSTM,cubeMapFaceId);
R127f.x = cubeMapSTM.x;
R127f.y = cubeMapSTM.y;
R127f.z = cubeMapSTM.z;
R127f.w = intBitsToFloat(cubeMapFaceId);
PV1f.x = R127f.x;
PV1f.y = R127f.y;
PV1f.z = R127f.z;
PV1f.w = R127f.w;
PS1f = R2f.z * PS0f;
// 4
R123f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y)));
PV0f.x = R123f.x;
R2f.y = mul_nonIEEE(R4f.w, R4f.w);
R11f.z = PV1f.w;
R4f.w = -(R9f.w) + 1.0;
PS0f = 1.0 / abs(PV1f.z);
// 5
R2f.x = R0f.x + -(R1f.x);
R123f.y = (mul_nonIEEE(R127f.y,PS0f) + 1.5);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R127f.x,PS0f) + 1.5);
PV1f.z = R123f.z;
R9f.w = R0f.y + -(R1f.y);
PS1f = 1.0 / PV0f.x;
// 6
backupReg0f = R0f.z;
R11f.x = PV1f.y;
R11f.y = PV1f.z;
R0f.z = -(intBitsToFloat(uf_remappedPS[1].z)) * PS1f;
R2f.w = backupReg0f + -(R1f.z);
R2f.z = R8f.x + 0.0;
PS0f = R2f.z;
R5f.x = (texture(textureUnitPS2, R5f.xy).w);
R0f.xw = (texture(textureUnitPS1, R5f.zw).xw);
R5f.z = (texture(textureUnitPS4, R10f.wy).x);
R11f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R11f.xy,floatBitsToInt(R11f.z)),cubeMapArrayIndex10),R11f.w).xyz);
// 0
R123f.x = (R0f.z * intBitsToFloat(0x3d4ccccd) + -(0.5));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
PV0f.y = R5f.x + R10f.x;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.z) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.z = R123f.z;
R127f.w = mul_nonIEEE(R11f.x, R4f.w);
R127f.z = mul_nonIEEE(R11f.y, R4f.w);
PS0f = R127f.z;
// 1
PV1f.x = max(PV0f.y, intBitsToFloat(0x3dcccccd));
PV1f.y = mul_nonIEEE(R0f.w, PV0f.y);
R126f.z = -(PV0f.x) + 1.0;
R126f.w = -(R0f.z) + PV0f.z;
R126f.w = clamp(R126f.w, 0.0, 1.0);
R127f.y = mul_nonIEEE(R11f.z, R4f.w);
PS1f = R127f.y;
// 2
backupReg0f = R8f.y;
PV0f.x = mul_nonIEEE(R1f.w, PV1f.y);
R8f.y = backupReg0f + 0.0;
PV0f.z = min(PV1f.x, 0.5);
R4f.w = R8f.z + 0.0;
R8f.x = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PS0f = R8f.x;
// 3
PV1f.x = mul_nonIEEE(PV0f.x, R2f.y);
R2f.y = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R8f.z = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.w = PV0f.z + intBitsToFloat(0xbdcccccd);
R3f.w = R3f.x * 1.0;
PS1f = R3f.w;
// 4
PV0f.y = PV1f.w * intBitsToFloat(0x40200000);
PV0f.w = mul_nonIEEE(PV1f.x, R126f.z);
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
// 5
backupReg0f = R0f.x;
PV1f.x = mul_nonIEEE(backupReg0f, PV0f.y);
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
R126f.z = mul_nonIEEE(PV0f.w, R126f.w);
R126f.z = clamp(R126f.z, 0.0, 1.0);
// 6
R123f.x = (mul_nonIEEE(R2f.x,PV1f.x) + R1f.x);
PV0f.x = R123f.x;
R123f.z = (mul_nonIEEE(R9f.w,PV1f.x) + R1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R2f.w,PV1f.x) + R1f.z);
PV0f.w = R123f.w;
// 7
R1f.x = mul_nonIEEE(PV0f.z, R126f.z);
R1f.y = mul_nonIEEE(PV0f.x, R126f.z);
R1f.w = mul_nonIEEE(PV0f.w, R126f.z);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.y) + R8f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R8f.x) + R2f.z);
PV0f.y = R123f.y;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R8f.z) + R4f.w);
PV0f.w = R123f.w;
// 1
R3f.x = mul_nonIEEE(R1f.y, PV0f.y);
R3f.y = mul_nonIEEE(R1f.x, PV0f.x);
R3f.z = mul_nonIEEE(R1f.w, PV0f.w);
// export
if( ((vec4(R3f.x, R3f.y, R3f.z, R3f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
passPixelColor0.a *= ALPHA_FACTOR;
}
