mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
289 lines
6.7 KiB
Text
289 lines
6.7 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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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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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 samplerCube _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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vec4 tex_17;
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vec2 offset_18;
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float h_19;
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vec4 tmpvar_20;
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tmpvar_20 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
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float tmpvar_21;
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tmpvar_21 = tmpvar_20.w;
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h_19 = tmpvar_21;
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vec2 tmpvar_22;
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tmpvar_22 = ParallaxOffset (h_19, _Parallax, IN_14.viewDir);
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vec2 tmpvar_23;
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tmpvar_23 = tmpvar_22;
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offset_18 = tmpvar_23;
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vec2 tmpvar_24;
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tmpvar_24 = (IN_14.uv_MainTex + offset_18);
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IN_14.uv_MainTex = tmpvar_24;
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vec2 tmpvar_25;
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tmpvar_25 = (IN_14.uv_BumpMap + offset_18);
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IN_14.uv_BumpMap = tmpvar_25;
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vec2 tmpvar_26;
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tmpvar_26 = (IN_14.uv_Illum + offset_18);
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IN_14.uv_Illum = tmpvar_26;
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vec4 tmpvar_27;
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tmpvar_27 = texture2D (_MainTex, IN_14.uv_MainTex);
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vec4 tmpvar_28;
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tmpvar_28 = tmpvar_27;
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tex_17 = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = (tex_17 * _Color);
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c_16 = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = c_16.xyz;
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o_15.Albedo = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = tex_17.w;
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o_15.Gloss = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = texture2D (_Illum, IN_14.uv_Illum);
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vec3 tmpvar_33;
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tmpvar_33 = (c_16.xyz * tmpvar_32.w);
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o_15.Emission = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = _Shininess;
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o_15.Specular = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = c_16.w;
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o_15.Alpha = tmpvar_35;
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vec4 tmpvar_36;
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tmpvar_36 = texture2D (_BumpMap, IN_14.uv_BumpMap);
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vec4 tmpvar_37;
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tmpvar_37 = UnpackNormal (tmpvar_36);
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vec3 tmpvar_38;
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tmpvar_38 = tmpvar_37.xyz;
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vec3 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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o_15.Normal = tmpvar_39;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput s_40,
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in vec3 lightDir_41,
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in vec3 viewDir_42,
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in float atten_43
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)
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{
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vec4 c_44;
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float spec_45;
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float nh_46;
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float diff_47;
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vec3 h_48;
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vec3 tmpvar_49;
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tmpvar_49 = normalize ((lightDir_41 + viewDir_42));
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vec3 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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h_48 = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = dot (s_40.Normal, lightDir_41);
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float tmpvar_52;
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tmpvar_52 = max (0.0, tmpvar_51);
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float tmpvar_53;
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tmpvar_53 = tmpvar_52;
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diff_47 = tmpvar_53;
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float tmpvar_54;
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tmpvar_54 = dot (s_40.Normal, h_48);
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float tmpvar_55;
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tmpvar_55 = max (0.0, tmpvar_54);
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float tmpvar_56;
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tmpvar_56 = tmpvar_55;
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nh_46 = tmpvar_56;
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float tmpvar_57;
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tmpvar_57 = pow (nh_46, (s_40.Specular * 128.0));
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float tmpvar_58;
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tmpvar_58 = (tmpvar_57 * s_40.Gloss);
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spec_45 = tmpvar_58;
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vec3 tmpvar_59;
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tmpvar_59 = ((((s_40.Albedo * _LightColor0.xyz) * diff_47) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_45)) * (atten_43 * 2.0));
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c_44.xyz = tmpvar_59.xyz.xyz;
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float tmpvar_60;
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tmpvar_60 = (s_40.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_45) * atten_43));
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c_44.w = vec4(tmpvar_60).w;
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return c_44;
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}
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vec4 frag_surf (
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in v2f_surf IN_61
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)
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{
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vec4 c_62;
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vec3 lightDir_63;
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SurfaceOutput o_64;
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Input surfIN_65;
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vec2 tmpvar_66;
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tmpvar_66 = IN_61.hip_pack0.xy;
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surfIN_65.uv_MainTex = tmpvar_66;
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vec2 tmpvar_67;
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tmpvar_67 = IN_61.hip_pack0.zw;
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surfIN_65.uv_BumpMap = tmpvar_67;
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vec3 tmpvar_68;
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tmpvar_68 = IN_61.viewDir;
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surfIN_65.viewDir = tmpvar_68;
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vec3 tmpvar_69;
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tmpvar_69 = vec3(0.0, 0.0, 0.0);
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o_64.Albedo = tmpvar_69;
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vec3 tmpvar_70;
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tmpvar_70 = vec3(0.0, 0.0, 0.0);
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o_64.Emission = tmpvar_70;
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float tmpvar_71;
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tmpvar_71 = 0.0;
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o_64.Specular = tmpvar_71;
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float tmpvar_72;
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tmpvar_72 = 0.0;
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o_64.Alpha = tmpvar_72;
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float tmpvar_73;
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tmpvar_73 = 0.0;
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o_64.Gloss = tmpvar_73;
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surf (surfIN_65, o_64);
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vec3 tmpvar_74;
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tmpvar_74 = IN_61.lightDir;
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lightDir_63 = tmpvar_74;
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vec3 tmpvar_75;
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tmpvar_75 = normalize (lightDir_63);
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vec3 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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lightDir_63 = tmpvar_76;
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vec3 tmpvar_77;
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tmpvar_77 = IN_61.viewDir.xyz;
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vec3 tmpvar_78;
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tmpvar_78 = normalize (tmpvar_77);
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float tmpvar_79;
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tmpvar_79 = dot (IN_61._LightCoord, IN_61._LightCoord);
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vec2 tmpvar_80;
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tmpvar_80 = vec2(tmpvar_79);
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vec2 tmpvar_81;
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tmpvar_81 = tmpvar_80.xy;
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vec4 tmpvar_82;
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tmpvar_82 = texture2D (_LightTextureB0, tmpvar_81);
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vec4 tmpvar_83;
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tmpvar_83 = textureCube (_LightTexture0, IN_61._LightCoord);
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vec4 tmpvar_84;
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tmpvar_84 = LightingBlinnPhong (o_64, lightDir_63, tmpvar_78, (tmpvar_82.w * tmpvar_83.w));
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84;
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c_62 = tmpvar_85;
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float tmpvar_86;
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tmpvar_86 = 0.0;
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c_62.w = vec4(tmpvar_86).w;
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return c_62;
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}
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void main ()
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{
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v2f_surf xlt_IN_87;
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vec4 xl_retval_88;
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vec4 tmpvar_89;
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tmpvar_89 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_87.pos = tmpvar_89;
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float tmpvar_90;
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tmpvar_90 = xlv_FOG.x;
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xlt_IN_87.fog = tmpvar_90;
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vec4 tmpvar_91;
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tmpvar_91 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_92;
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tmpvar_92 = tmpvar_91;
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xlt_IN_87.hip_pack0 = tmpvar_92;
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vec3 tmpvar_93;
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tmpvar_93 = gl_TexCoord[1].xyz;
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vec3 tmpvar_94;
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tmpvar_94 = tmpvar_93;
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xlt_IN_87.viewDir = tmpvar_94;
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vec3 tmpvar_95;
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tmpvar_95 = gl_TexCoord[2].xyz;
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vec3 tmpvar_96;
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tmpvar_96 = tmpvar_95;
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xlt_IN_87.lightDir = tmpvar_96;
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vec3 tmpvar_97;
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tmpvar_97 = gl_TexCoord[3].xyz;
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vec3 tmpvar_98;
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tmpvar_98 = tmpvar_97;
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xlt_IN_87._LightCoord = tmpvar_98;
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vec4 tmpvar_99;
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tmpvar_99 = frag_surf (xlt_IN_87);
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vec4 tmpvar_100;
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tmpvar_100 = tmpvar_99;
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xl_retval_88 = tmpvar_100;
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vec4 tmpvar_101;
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tmpvar_101 = xl_retval_88.xyzw;
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vec4 tmpvar_102;
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tmpvar_102 = tmpvar_101;
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gl_FragData[0] = tmpvar_102;
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}
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