mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
270 lines
6 KiB
Text
270 lines
6 KiB
Text
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec2 uv_BumpMap;
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vec2 uv_Illum;
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vec3 viewDir;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec4 hip_pack0;
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vec3 viewDir;
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vec3 lightDir;
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vec4 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform sampler2D _Illum;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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vec2 ParallaxOffset (
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in float h_6,
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in float height_7,
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in vec3 viewDir_8
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)
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{
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vec3 v_9;
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float tmpvar_10;
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tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
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h_6 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = normalize (viewDir_8);
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vec3 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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v_9 = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = (v_9.z + 0.42);
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v_9.z = vec3(tmpvar_13).z;
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return (h_6 * (v_9.xy / v_9.z));
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}
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void surf (
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in Input IN_14,
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inout SurfaceOutput o_15
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)
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{
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vec4 c_16;
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vec2 offset_17;
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float h_18;
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vec4 tmpvar_19;
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tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
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float tmpvar_20;
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tmpvar_20 = tmpvar_19.w;
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h_18 = tmpvar_20;
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vec2 tmpvar_21;
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tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir);
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vec2 tmpvar_22;
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tmpvar_22 = tmpvar_21;
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offset_17 = tmpvar_22;
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vec2 tmpvar_23;
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tmpvar_23 = (IN_14.uv_MainTex + offset_17);
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IN_14.uv_MainTex = tmpvar_23;
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vec2 tmpvar_24;
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tmpvar_24 = (IN_14.uv_BumpMap + offset_17);
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IN_14.uv_BumpMap = tmpvar_24;
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vec2 tmpvar_25;
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tmpvar_25 = (IN_14.uv_Illum + offset_17);
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IN_14.uv_Illum = tmpvar_25;
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vec4 tmpvar_26;
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tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex);
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vec4 tmpvar_27;
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tmpvar_27 = (tmpvar_26 * _Color);
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c_16 = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = c_16.xyz;
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o_15.Albedo = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum);
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vec3 tmpvar_30;
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tmpvar_30 = (c_16.xyz * tmpvar_29.w);
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o_15.Emission = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = c_16.w;
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o_15.Alpha = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap);
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vec4 tmpvar_33;
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tmpvar_33 = UnpackNormal (tmpvar_32);
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vec3 tmpvar_34;
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tmpvar_34 = tmpvar_33.xyz;
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vec3 tmpvar_35;
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tmpvar_35 = tmpvar_34;
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o_15.Normal = tmpvar_35;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_36
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)
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{
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vec4 tmpvar_37;
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tmpvar_37 = texture2D (_LightTexture0, ((LightCoord_36.xy / LightCoord_36.w) + 0.5));
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return tmpvar_37.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_38
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)
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{
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float tmpvar_39;
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tmpvar_39 = dot (LightCoord_38, LightCoord_38);
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vec2 tmpvar_40;
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tmpvar_40 = vec2(tmpvar_39);
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vec2 tmpvar_41;
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tmpvar_41 = tmpvar_40.xy;
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vec4 tmpvar_42;
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tmpvar_42 = texture2D (_LightTextureB0, tmpvar_41);
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return tmpvar_42.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_43,
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in vec3 lightDir_44,
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in float atten_45
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)
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{
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vec4 c_46;
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float diff_47;
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float tmpvar_48;
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tmpvar_48 = dot (s_43.Normal, lightDir_44);
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float tmpvar_49;
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tmpvar_49 = max (0.0, tmpvar_48);
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float tmpvar_50;
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tmpvar_50 = tmpvar_49;
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diff_47 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = ((s_43.Albedo * _LightColor0.xyz) * ((diff_47 * atten_45) * 2.0));
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c_46.xyz = tmpvar_51.xyz.xyz;
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float tmpvar_52;
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tmpvar_52 = s_43.Alpha;
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c_46.w = vec4(tmpvar_52).w;
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return c_46;
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}
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vec4 frag_surf (
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in v2f_surf IN_53
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)
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{
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vec4 c_54;
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vec3 lightDir_55;
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SurfaceOutput o_56;
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Input surfIN_57;
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vec2 tmpvar_58;
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tmpvar_58 = IN_53.hip_pack0.xy;
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surfIN_57.uv_MainTex = tmpvar_58;
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vec2 tmpvar_59;
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tmpvar_59 = IN_53.hip_pack0.zw;
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surfIN_57.uv_BumpMap = tmpvar_59;
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vec3 tmpvar_60;
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tmpvar_60 = IN_53.viewDir;
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surfIN_57.viewDir = tmpvar_60;
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vec3 tmpvar_61;
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tmpvar_61 = vec3(0.0, 0.0, 0.0);
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o_56.Albedo = tmpvar_61;
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vec3 tmpvar_62;
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tmpvar_62 = vec3(0.0, 0.0, 0.0);
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o_56.Emission = tmpvar_62;
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float tmpvar_63;
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tmpvar_63 = 0.0;
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o_56.Specular = tmpvar_63;
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float tmpvar_64;
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tmpvar_64 = 0.0;
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o_56.Alpha = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = 0.0;
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o_56.Gloss = tmpvar_65;
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surf (surfIN_57, o_56);
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vec3 tmpvar_66;
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tmpvar_66 = IN_53.lightDir;
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lightDir_55 = tmpvar_66;
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vec3 tmpvar_67;
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tmpvar_67 = normalize (lightDir_55);
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vec3 tmpvar_68;
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tmpvar_68 = tmpvar_67;
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lightDir_55 = tmpvar_68;
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float tmpvar_69;
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tmpvar_69 = UnitySpotCookie (IN_53._LightCoord);
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float tmpvar_70;
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tmpvar_70 = UnitySpotAttenuate (IN_53._LightCoord.xyz);
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vec4 tmpvar_71;
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tmpvar_71 = LightingLambert (o_56, lightDir_55, ((float((IN_53._LightCoord.z > 0.0)) * tmpvar_69) * tmpvar_70));
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vec4 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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c_54 = tmpvar_72;
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float tmpvar_73;
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tmpvar_73 = 0.0;
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c_54.w = vec4(tmpvar_73).w;
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return c_54;
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}
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void main ()
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{
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v2f_surf xlt_IN_74;
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vec4 xl_retval_75;
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vec4 tmpvar_76;
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tmpvar_76 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_74.pos = tmpvar_76;
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float tmpvar_77;
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tmpvar_77 = xlv_FOG.x;
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xlt_IN_74.fog = tmpvar_77;
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vec4 tmpvar_78;
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tmpvar_78 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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xlt_IN_74.hip_pack0 = tmpvar_79;
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vec3 tmpvar_80;
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tmpvar_80 = gl_TexCoord[1].xyz;
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vec3 tmpvar_81;
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tmpvar_81 = tmpvar_80;
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xlt_IN_74.viewDir = tmpvar_81;
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vec3 tmpvar_82;
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tmpvar_82 = gl_TexCoord[2].xyz;
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vec3 tmpvar_83;
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tmpvar_83 = tmpvar_82;
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xlt_IN_74.lightDir = tmpvar_83;
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vec4 tmpvar_84;
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tmpvar_84 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84;
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xlt_IN_74._LightCoord = tmpvar_85;
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vec4 tmpvar_86;
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tmpvar_86 = frag_surf (xlt_IN_74);
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vec4 tmpvar_87;
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tmpvar_87 = tmpvar_86;
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xl_retval_75 = tmpvar_87;
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vec4 tmpvar_88;
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tmpvar_88 = xl_retval_75.xyzw;
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vec4 tmpvar_89;
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tmpvar_89 = tmpvar_88;
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gl_FragData[0] = tmpvar_89;
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}
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