mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
530 lines
11 KiB
Text
530 lines
11 KiB
Text
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struct v2f {
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vec4 pos;
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vec4 uv;
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vec3 ray;
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};
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varying vec3 xlv_TEXCOORD1;
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varying vec4 xlv_TEXCOORD0;
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uniform vec4 unity_LightmapFade;
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uniform vec4 _ZBufferParams;
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uniform vec3 _WorldSpaceCameraPos;
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uniform samplerCube _ShadowMapTexture;
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uniform vec4 _ProjectionParams;
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uniform sampler2D _LightTextureB0;
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uniform samplerCube _LightTexture0;
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uniform vec4 _LightShadowData;
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uniform vec4 _LightPositionRange;
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uniform vec4 _LightPos;
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uniform mat4 _LightMatrix0;
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uniform vec4 _LightColor;
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uniform mat4 _CameraToWorld;
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uniform sampler2D _CameraNormalsTexture;
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uniform sampler2D _CameraDepthTexture;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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vec2 xll_vecTSel (
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in bvec2 a_33,
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in vec2 b_34,
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in vec2 c_35
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)
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{
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float tmpvar_36;
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if (a_33.x) {
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tmpvar_36 = b_34.x;
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} else {
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tmpvar_36 = c_35.x;
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};
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float tmpvar_37;
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if (a_33.y) {
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tmpvar_37 = b_34.y;
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} else {
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tmpvar_37 = c_35.y;
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};
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vec2 tmpvar_38;
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tmpvar_38.x = tmpvar_36;
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tmpvar_38.y = tmpvar_37;
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return tmpvar_38;
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}
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vec3 xll_vecTSel (
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in bvec3 a_39,
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in vec3 b_40,
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in vec3 c_41
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)
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{
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float tmpvar_42;
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if (a_39.x) {
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tmpvar_42 = b_40.x;
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} else {
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tmpvar_42 = c_41.x;
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};
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float tmpvar_43;
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if (a_39.y) {
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tmpvar_43 = b_40.y;
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} else {
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tmpvar_43 = c_41.y;
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};
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float tmpvar_44;
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if (a_39.z) {
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tmpvar_44 = b_40.z;
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} else {
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tmpvar_44 = c_41.z;
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};
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vec3 tmpvar_45;
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tmpvar_45.x = tmpvar_42;
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tmpvar_45.y = tmpvar_43;
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tmpvar_45.z = tmpvar_44;
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return tmpvar_45;
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}
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vec4 xll_vecTSel (
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in bvec4 a_46,
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in vec4 b_47,
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in vec4 c_48
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)
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{
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float tmpvar_49;
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if (a_46.x) {
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tmpvar_49 = b_47.x;
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} else {
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tmpvar_49 = c_48.x;
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};
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float tmpvar_50;
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if (a_46.y) {
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tmpvar_50 = b_47.y;
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} else {
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tmpvar_50 = c_48.y;
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};
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float tmpvar_51;
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if (a_46.z) {
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tmpvar_51 = b_47.z;
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} else {
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tmpvar_51 = c_48.z;
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};
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float tmpvar_52;
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if (a_46.w) {
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tmpvar_52 = b_47.w;
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} else {
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tmpvar_52 = c_48.w;
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};
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vec4 tmpvar_53;
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tmpvar_53.x = tmpvar_49;
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tmpvar_53.y = tmpvar_50;
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tmpvar_53.z = tmpvar_51;
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tmpvar_53.w = tmpvar_52;
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return tmpvar_53;
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}
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float Luminance (
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in vec3 c_54
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)
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{
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float tmpvar_55;
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tmpvar_55 = dot (c_54, vec3(0.22, 0.707, 0.071));
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return tmpvar_55;
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}
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float Linear01Depth (
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in float z_56
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)
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{
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return (1.0 / ((_ZBufferParams.x * z_56) + _ZBufferParams.y));
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}
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float DecodeFloatRGBA (
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in vec4 enc_57
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)
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{
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vec4 kDecodeDot_58;
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vec4 tmpvar_59;
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tmpvar_59 = vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09);
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kDecodeDot_58 = tmpvar_59;
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float tmpvar_60;
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tmpvar_60 = dot (enc_57, kDecodeDot_58);
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return tmpvar_60;
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}
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float SampleCubeDistance (
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in vec3 vec_61
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)
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{
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vec4 packDist_62;
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vec4 tmpvar_63;
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tmpvar_63 = textureCube (_ShadowMapTexture, vec_61);
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vec4 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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packDist_62 = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = DecodeFloatRGBA (packDist_62);
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return tmpvar_65;
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}
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float unitySampleShadow (
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in vec3 vec_66,
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in float mydist_67
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)
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{
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vec4 shadows_68;
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vec4 shadowVals_69;
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float z_70;
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float tmpvar_71;
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tmpvar_71 = 0.0078125;
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z_70 = tmpvar_71;
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vec3 tmpvar_72;
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tmpvar_72.x = z_70;
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tmpvar_72.y = z_70;
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tmpvar_72.z = z_70;
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float tmpvar_73;
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tmpvar_73 = SampleCubeDistance ((vec_66 + tmpvar_72));
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float tmpvar_74;
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tmpvar_74 = tmpvar_73;
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shadowVals_69.x = tmpvar_74;
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vec3 tmpvar_75;
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tmpvar_75.x = -(z_70);
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tmpvar_75.y = -(z_70);
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tmpvar_75.z = z_70;
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float tmpvar_76;
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tmpvar_76 = SampleCubeDistance ((vec_66 + tmpvar_75));
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float tmpvar_77;
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tmpvar_77 = tmpvar_76;
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shadowVals_69.y = vec2(tmpvar_77).y;
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vec3 tmpvar_78;
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tmpvar_78.x = -(z_70);
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tmpvar_78.y = z_70;
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tmpvar_78.z = -(z_70);
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float tmpvar_79;
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tmpvar_79 = SampleCubeDistance ((vec_66 + tmpvar_78));
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float tmpvar_80;
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tmpvar_80 = tmpvar_79;
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shadowVals_69.z = vec3(tmpvar_80).z;
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vec3 tmpvar_81;
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tmpvar_81.x = z_70;
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tmpvar_81.y = -(z_70);
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tmpvar_81.z = -(z_70);
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float tmpvar_82;
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tmpvar_82 = SampleCubeDistance ((vec_66 + tmpvar_81));
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float tmpvar_83;
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tmpvar_83 = tmpvar_82;
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shadowVals_69.w = vec4(tmpvar_83).w;
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vec4 tmpvar_84;
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tmpvar_84 = vec4(mydist_67);
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84.xyzw;
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bvec4 tmpvar_86;
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tmpvar_86 = lessThan (shadowVals_69, tmpvar_85);
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vec4 tmpvar_87;
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tmpvar_87 = _LightShadowData.xxxx.xyzw;
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vec4 tmpvar_88;
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tmpvar_88 = xll_vecTSel (tmpvar_86, tmpvar_87, vec4(1.0, 1.0, 1.0, 1.0));
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vec4 tmpvar_89;
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tmpvar_89 = tmpvar_88;
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shadows_68 = tmpvar_89;
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float tmpvar_90;
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tmpvar_90 = dot (shadows_68, vec4(0.25, 0.25, 0.25, 0.25));
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return tmpvar_90;
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}
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float ComputeShadow (
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in vec3 vec_91,
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in float z_92,
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in vec2 uv_93
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)
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{
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float mydist_94;
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float fade_95;
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float tmpvar_96;
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tmpvar_96 = ((z_92 * _LightShadowData.z) + _LightShadowData.w);
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fade_95 = tmpvar_96;
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float tmpvar_97;
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tmpvar_97 = xll_saturate (fade_95);
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float tmpvar_98;
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tmpvar_98 = tmpvar_97;
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fade_95 = tmpvar_98;
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float tmpvar_99;
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tmpvar_99 = length (vec_91);
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float tmpvar_100;
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tmpvar_100 = (tmpvar_99 * _LightPositionRange.w);
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mydist_94 = tmpvar_100;
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float tmpvar_101;
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tmpvar_101 = (mydist_94 * 0.97);
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mydist_94 = tmpvar_101;
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float tmpvar_102;
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tmpvar_102 = unitySampleShadow (vec_91, mydist_94);
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return tmpvar_102;
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return 1.0;
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}
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vec4 xlat_main (
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in v2f i_103
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)
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{
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float fade_104;
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vec4 res_105;
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float spec_106;
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vec3 h_107;
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float diff_108;
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float atten_109;
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float att_110;
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vec3 lightDir_111;
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vec3 tolight_112;
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vec3 wpos_113;
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vec4 vpos_114;
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float depth_115;
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vec3 normal_116;
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vec4 nspec_117;
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vec2 uv_118;
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vec3 tmpvar_119;
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tmpvar_119 = (i_103.ray * (_ProjectionParams.z / i_103.ray.z));
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i_103.ray = tmpvar_119;
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vec2 tmpvar_120;
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tmpvar_120 = (i_103.uv.xy / i_103.uv.w);
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uv_118 = tmpvar_120;
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vec4 tmpvar_121;
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tmpvar_121 = texture2D (_CameraNormalsTexture, uv_118);
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vec4 tmpvar_122;
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tmpvar_122 = tmpvar_121;
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nspec_117 = tmpvar_122;
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vec3 tmpvar_123;
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tmpvar_123 = ((nspec_117.xyz * 2.0) - 1.0);
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normal_116 = tmpvar_123;
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vec3 tmpvar_124;
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tmpvar_124 = normalize (normal_116);
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vec3 tmpvar_125;
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tmpvar_125 = tmpvar_124;
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normal_116 = tmpvar_125;
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vec4 tmpvar_126;
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tmpvar_126 = texture2D (_CameraDepthTexture, uv_118);
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float tmpvar_127;
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tmpvar_127 = tmpvar_126.x;
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depth_115 = tmpvar_127;
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float tmpvar_128;
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tmpvar_128 = Linear01Depth (depth_115);
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float tmpvar_129;
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tmpvar_129 = tmpvar_128;
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depth_115 = tmpvar_129;
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vec4 tmpvar_130;
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tmpvar_130.w = 1.0;
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tmpvar_130.xyz = (i_103.ray * depth_115).xyz;
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vec4 tmpvar_131;
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tmpvar_131 = tmpvar_130;
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vpos_114 = tmpvar_131;
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vec3 tmpvar_132;
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tmpvar_132 = (_CameraToWorld * vpos_114).xyz;
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wpos_113 = tmpvar_132;
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vec3 tmpvar_133;
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tmpvar_133 = (wpos_113 - _LightPos.xyz);
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tolight_112 = tmpvar_133;
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vec3 tmpvar_134;
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tmpvar_134 = normalize (tolight_112);
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vec3 tmpvar_135;
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tmpvar_135 = -(tmpvar_134);
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lightDir_111 = tmpvar_135;
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float tmpvar_136;
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tmpvar_136 = dot (tolight_112, tolight_112);
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float tmpvar_137;
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tmpvar_137 = (tmpvar_136 * _LightPos.w);
|
||
|
att_110 = tmpvar_137;
|
||
|
vec2 tmpvar_138;
|
||
|
tmpvar_138 = vec2(att_110);
|
||
|
vec2 tmpvar_139;
|
||
|
tmpvar_139 = tmpvar_138.xy;
|
||
|
vec4 tmpvar_140;
|
||
|
tmpvar_140 = texture2D (_LightTextureB0, tmpvar_139);
|
||
|
float tmpvar_141;
|
||
|
tmpvar_141 = tmpvar_140.w;
|
||
|
atten_109 = tmpvar_141;
|
||
|
float tmpvar_142;
|
||
|
tmpvar_142 = ComputeShadow (tolight_112, vpos_114.z, uv_118);
|
||
|
float tmpvar_143;
|
||
|
tmpvar_143 = (atten_109 * tmpvar_142);
|
||
|
atten_109 = tmpvar_143;
|
||
|
vec4 tmpvar_144;
|
||
|
tmpvar_144.w = 1.0;
|
||
|
tmpvar_144.xyz = wpos_113.xyz;
|
||
|
vec4 tmpvar_145;
|
||
|
tmpvar_145 = textureCube (_LightTexture0, (_LightMatrix0 * tmpvar_144).xyz);
|
||
|
float tmpvar_146;
|
||
|
tmpvar_146 = (atten_109 * tmpvar_145.w);
|
||
|
atten_109 = tmpvar_146;
|
||
|
float tmpvar_147;
|
||
|
tmpvar_147 = dot (lightDir_111, normal_116);
|
||
|
float tmpvar_148;
|
||
|
tmpvar_148 = max (0.0, tmpvar_147);
|
||
|
float tmpvar_149;
|
||
|
tmpvar_149 = tmpvar_148;
|
||
|
diff_108 = tmpvar_149;
|
||
|
vec3 tmpvar_150;
|
||
|
tmpvar_150 = normalize ((wpos_113 - _WorldSpaceCameraPos));
|
||
|
vec3 tmpvar_151;
|
||
|
tmpvar_151 = normalize ((lightDir_111 - tmpvar_150));
|
||
|
vec3 tmpvar_152;
|
||
|
tmpvar_152 = tmpvar_151;
|
||
|
h_107 = tmpvar_152;
|
||
|
float tmpvar_153;
|
||
|
tmpvar_153 = dot (h_107, normal_116);
|
||
|
float tmpvar_154;
|
||
|
tmpvar_154 = max (0.0, tmpvar_153);
|
||
|
float tmpvar_155;
|
||
|
tmpvar_155 = pow (tmpvar_154, (nspec_117.w * 128.0));
|
||
|
float tmpvar_156;
|
||
|
tmpvar_156 = tmpvar_155;
|
||
|
spec_106 = tmpvar_156;
|
||
|
float tmpvar_157;
|
||
|
tmpvar_157 = xll_saturate (atten_109);
|
||
|
float tmpvar_158;
|
||
|
tmpvar_158 = (spec_106 * tmpvar_157);
|
||
|
spec_106 = tmpvar_158;
|
||
|
vec3 tmpvar_159;
|
||
|
tmpvar_159 = (_LightColor.xyz * (diff_108 * atten_109));
|
||
|
res_105.xyz = tmpvar_159.xyz.xyz;
|
||
|
float tmpvar_160;
|
||
|
tmpvar_160 = Luminance (_LightColor.xyz);
|
||
|
float tmpvar_161;
|
||
|
tmpvar_161 = (spec_106 * tmpvar_160);
|
||
|
res_105.w = vec4(tmpvar_161).w;
|
||
|
float tmpvar_162;
|
||
|
tmpvar_162 = ((vpos_114.z * unity_LightmapFade.z) + unity_LightmapFade.w);
|
||
|
fade_104 = tmpvar_162;
|
||
|
float tmpvar_163;
|
||
|
tmpvar_163 = xll_saturate ((1.0 - fade_104));
|
||
|
vec4 tmpvar_164;
|
||
|
tmpvar_164 = (res_105 * tmpvar_163);
|
||
|
res_105 = tmpvar_164;
|
||
|
vec4 tmpvar_165;
|
||
|
tmpvar_165 = exp2 (-(res_105));
|
||
|
return tmpvar_165;
|
||
|
}
|
||
|
|
||
|
void main ()
|
||
|
{
|
||
|
v2f xlt_i_166;
|
||
|
vec4 xl_retval_167;
|
||
|
vec4 tmpvar_168;
|
||
|
tmpvar_168 = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
xlt_i_166.pos = tmpvar_168;
|
||
|
vec4 tmpvar_169;
|
||
|
tmpvar_169 = xlv_TEXCOORD0.xyzw;
|
||
|
vec4 tmpvar_170;
|
||
|
tmpvar_170 = tmpvar_169;
|
||
|
xlt_i_166.uv = tmpvar_170;
|
||
|
vec3 tmpvar_171;
|
||
|
tmpvar_171 = xlv_TEXCOORD1.xyz;
|
||
|
vec3 tmpvar_172;
|
||
|
tmpvar_172 = tmpvar_171;
|
||
|
xlt_i_166.ray = tmpvar_172;
|
||
|
vec4 tmpvar_173;
|
||
|
tmpvar_173 = xlat_main (xlt_i_166);
|
||
|
vec4 tmpvar_174;
|
||
|
tmpvar_174 = tmpvar_173;
|
||
|
xl_retval_167 = tmpvar_174;
|
||
|
vec4 tmpvar_175;
|
||
|
tmpvar_175 = xl_retval_167.xyzw;
|
||
|
vec4 tmpvar_176;
|
||
|
tmpvar_176 = tmpvar_175;
|
||
|
gl_FragData[0] = tmpvar_176;
|
||
|
}
|
||
|
|