mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
125 lines
2.6 KiB
Text
125 lines
2.6 KiB
Text
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uniform sampler2D mainTex;
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varying vec2 uv;
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void main ()
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{
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int j_1;
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int i_2;
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int i_3;
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int n_4;
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int i_5;
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int i_6;
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int i_7;
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vec4 c_8;
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vec4 tmpvar_9;
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tmpvar_9 = vec4(0.0, 0.0, 0.0, 0.0);
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c_8 = tmpvar_9;
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int tmpvar_10;
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tmpvar_10 = 0;
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i_7 = tmpvar_10;
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while (true) {
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if (!((i_7 < 100))) {
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break;
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};
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vec2 tmpvar_11;
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tmpvar_11.x = float(i_7);
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tmpvar_11.y = float(i_7);
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (mainTex, (uv + tmpvar_11));
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float tmpvar_13;
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tmpvar_13 = (c_8.x + tmpvar_12.x);
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c_8.x = tmpvar_13;
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int tmpvar_14;
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tmpvar_14 = (i_7 + 1);
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i_7 = tmpvar_14;
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};
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int tmpvar_15;
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tmpvar_15 = 0;
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i_6 = tmpvar_15;
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while (true) {
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if (!((i_6 <= 100))) {
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break;
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};
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vec2 tmpvar_16;
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tmpvar_16.x = float(i_6);
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tmpvar_16.y = float(i_6);
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (mainTex, (uv + tmpvar_16));
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float tmpvar_18;
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tmpvar_18 = (c_8.x + tmpvar_17.x);
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c_8.x = tmpvar_18;
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int tmpvar_19;
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tmpvar_19 = (i_6 + 3);
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i_6 = tmpvar_19;
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};
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int tmpvar_20;
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tmpvar_20 = 100;
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i_5 = tmpvar_20;
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while (true) {
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if (!((i_5 >= 0))) {
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break;
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};
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vec2 tmpvar_21;
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tmpvar_21.x = float(i_5);
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tmpvar_21.y = float(i_5);
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vec4 tmpvar_22;
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tmpvar_22 = texture2D (mainTex, (uv + tmpvar_21));
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float tmpvar_23;
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tmpvar_23 = (c_8.x + tmpvar_22.x);
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c_8.x = tmpvar_23;
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int tmpvar_24;
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tmpvar_24 = (i_5 - 1);
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i_5 = tmpvar_24;
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};
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int tmpvar_25;
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tmpvar_25 = int((c_8.x * 10.0));
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n_4 = tmpvar_25;
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int tmpvar_26;
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tmpvar_26 = 3;
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i_3 = tmpvar_26;
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while (true) {
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if (!((i_3 < n_4))) {
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break;
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};
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vec2 tmpvar_27;
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tmpvar_27.x = float(i_3);
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tmpvar_27.y = float(i_3);
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vec4 tmpvar_28;
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tmpvar_28 = texture2D (mainTex, (uv + tmpvar_27));
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float tmpvar_29;
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tmpvar_29 = (c_8.x + tmpvar_28.x);
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c_8.x = tmpvar_29;
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int tmpvar_30;
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tmpvar_30 = (i_3 + 1);
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i_3 = tmpvar_30;
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};
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int tmpvar_31;
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tmpvar_31 = 1;
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i_2 = tmpvar_31;
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int tmpvar_32;
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tmpvar_32 = 2;
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j_1 = tmpvar_32;
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while (true) {
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if (!(((i_2 < 100) && (j_1 < 50)))) {
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break;
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};
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vec2 tmpvar_33;
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tmpvar_33.x = float(i_2);
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tmpvar_33.y = float(j_1);
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vec4 tmpvar_34;
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tmpvar_34 = texture2D (mainTex, (uv + tmpvar_33));
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float tmpvar_35;
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tmpvar_35 = (c_8.x + tmpvar_34.x);
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c_8.x = tmpvar_35;
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int tmpvar_36;
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tmpvar_36 = (i_2 + 2);
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i_2 = tmpvar_36;
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int tmpvar_37;
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tmpvar_37 = (j_1 + 3);
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j_1 = tmpvar_37;
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};
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vec4 tmpvar_38;
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tmpvar_38 = c_8;
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gl_FragColor = tmpvar_38;
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}
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