mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
326 lines
6.8 KiB
Text
326 lines
6.8 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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vec3 worldPos;
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};
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struct v2f_surf {
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vec4 pos;
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vec3 _ShadowCoord0;
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vec3 _ShadowCoord1;
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vec3 _ShadowCoord2;
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vec3 _ShadowCoord3;
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vec2 _ShadowZFade;
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vec3 worldPos;
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};
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uniform sampler2D _ShadowMapTexture;
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uniform vec4 _ProjectionParams;
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uniform sampler2D _MainTex;
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uniform vec4 _LightSplitsNear;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightShadowData;
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void xll_clip (
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in float x_1
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)
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{
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if ((x_1 < 0.0)) {
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discard;
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};
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}
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float xll_saturate (
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in float x_2
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)
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{
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float tmpvar_3;
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tmpvar_3 = clamp (x_2, 0.0, 1.0);
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return tmpvar_3;
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}
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vec2 xll_saturate (
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in vec2 x_4
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)
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{
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vec2 tmpvar_5;
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tmpvar_5 = clamp (x_4, 0.0, 1.0);
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return tmpvar_5;
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}
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vec3 xll_saturate (
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in vec3 x_6
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)
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{
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vec3 tmpvar_7;
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tmpvar_7 = clamp (x_6, 0.0, 1.0);
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return tmpvar_7;
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}
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vec4 xll_saturate (
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in vec4 x_8
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)
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{
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vec4 tmpvar_9;
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tmpvar_9 = clamp (x_8, 0.0, 1.0);
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return tmpvar_9;
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}
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mat2 xll_saturate (
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in mat2 m_10
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)
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{
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_10[0], 0.0, 1.0);
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vec2 tmpvar_12;
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tmpvar_12 = clamp (m_10[1], 0.0, 1.0);
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mat2 tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_13[0] = tmpvar_14;
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vec2 tmpvar_15;
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tmpvar_15 = tmpvar_12;
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tmpvar_13[1] = tmpvar_15;
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return tmpvar_13;
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}
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mat3 xll_saturate (
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in mat3 m_16
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)
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{
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_16[0], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_16[1], 0.0, 1.0);
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vec3 tmpvar_19;
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tmpvar_19 = clamp (m_16[2], 0.0, 1.0);
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mat3 tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_20[0] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_20[1] = tmpvar_22;
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vec3 tmpvar_23;
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tmpvar_23 = tmpvar_19;
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tmpvar_20[2] = tmpvar_23;
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return tmpvar_20;
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}
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mat4 xll_saturate (
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in mat4 m_24
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)
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{
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_24[0], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_24[1], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_24[2], 0.0, 1.0);
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vec4 tmpvar_28;
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tmpvar_28 = clamp (m_24[3], 0.0, 1.0);
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mat4 tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_29[0] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_29[1] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_29[2] = tmpvar_32;
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vec4 tmpvar_33;
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tmpvar_33 = tmpvar_28;
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tmpvar_29[3] = tmpvar_33;
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return tmpvar_29;
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}
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void surf (
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in Input IN_34,
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inout SurfaceOutput o_35
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)
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{
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float tmpvar_36;
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tmpvar_36 = fract (((IN_34.worldPos.y + (IN_34.worldPos.z * 0.1)) * 5.0));
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xll_clip ((tmpvar_36 - 0.5));
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vec4 tmpvar_37;
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tmpvar_37 = texture2D (_MainTex, IN_34.uv_MainTex);
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vec3 tmpvar_38;
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tmpvar_38 = tmpvar_37.xyz;
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o_35.Albedo = tmpvar_38;
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}
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vec2 EncodeFloatRG (
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in float v_39
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)
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{
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vec2 enc_40;
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float kEncodeBit_41;
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vec2 kEncodeMul_42;
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vec2 tmpvar_43;
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tmpvar_43 = vec2(1.0, 255.0);
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kEncodeMul_42 = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = 0.00392157;
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kEncodeBit_41 = tmpvar_44;
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vec2 tmpvar_45;
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tmpvar_45 = (kEncodeMul_42 * v_39);
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enc_40 = tmpvar_45;
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vec2 tmpvar_46;
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tmpvar_46 = fract (enc_40);
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vec2 tmpvar_47;
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tmpvar_47 = tmpvar_46;
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enc_40 = tmpvar_47;
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float tmpvar_48;
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tmpvar_48 = (enc_40.x - (enc_40.y * kEncodeBit_41));
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enc_40.x = tmpvar_48;
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return enc_40;
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}
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vec4 frag_surf (
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in v2f_surf IN_49
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)
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{
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vec4 res_50;
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float faded_51;
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float shadow_52;
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vec4 coord_53;
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vec4 weights_54;
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vec4 far_55;
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vec4 near_56;
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vec4 z_57;
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SurfaceOutput o_58;
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Input surfIN_59;
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vec3 tmpvar_60;
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tmpvar_60 = IN_49.worldPos;
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surfIN_59.worldPos = 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_58.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_58.Emission = tmpvar_62;
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float tmpvar_63;
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tmpvar_63 = 0.0;
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o_58.Specular = tmpvar_63;
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float tmpvar_64;
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tmpvar_64 = 0.0;
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o_58.Alpha = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = 0.0;
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o_58.Gloss = tmpvar_65;
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surf (surfIN_59, o_58);
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vec4 tmpvar_66;
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tmpvar_66 = vec4(IN_49._ShadowZFade.x);
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vec4 tmpvar_67;
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tmpvar_67 = tmpvar_66;
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z_57 = tmpvar_67;
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bvec4 tmpvar_68;
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tmpvar_68 = greaterThanEqual (z_57, _LightSplitsNear);
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vec4 tmpvar_69;
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tmpvar_69 = vec4(tmpvar_68).xyzw;
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vec4 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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near_56 = tmpvar_70;
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bvec4 tmpvar_71;
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tmpvar_71 = lessThan (z_57, _LightSplitsFar);
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vec4 tmpvar_72;
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tmpvar_72 = vec4(tmpvar_71).xyzw;
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vec4 tmpvar_73;
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tmpvar_73 = tmpvar_72;
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far_55 = tmpvar_73;
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vec4 tmpvar_74;
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tmpvar_74 = (near_56 * far_55);
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weights_54 = tmpvar_74;
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vec4 tmpvar_75;
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tmpvar_75.w = 1.0;
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tmpvar_75.xyz = ((((IN_49._ShadowCoord0 * weights_54.x) + (IN_49._ShadowCoord1 * weights_54.y)) + (IN_49._ShadowCoord2 * weights_54.z)) + (IN_49._ShadowCoord3 * weights_54.w)).xyz;
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vec4 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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coord_53 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = texture2D (_ShadowMapTexture, coord_53.xy);
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float tmpvar_78;
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if ((tmpvar_77.x < coord_53.z)) {
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tmpvar_78 = _LightShadowData.x;
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} else {
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tmpvar_78 = 1.0;
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};
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float tmpvar_79;
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tmpvar_79 = tmpvar_78;
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shadow_52 = tmpvar_79;
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float tmpvar_80;
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tmpvar_80 = xll_saturate (IN_49._ShadowZFade.y);
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float tmpvar_81;
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tmpvar_81 = xll_saturate ((shadow_52 + tmpvar_80));
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float tmpvar_82;
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tmpvar_82 = tmpvar_81;
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faded_51 = tmpvar_82;
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float tmpvar_83;
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tmpvar_83 = faded_51;
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res_50.x = tmpvar_83;
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float tmpvar_84;
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tmpvar_84 = 1.0;
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res_50.y = vec2(tmpvar_84).y;
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vec2 tmpvar_85;
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tmpvar_85 = EncodeFloatRG ((1.0 - (z_57 * _ProjectionParams.w)).x);
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vec2 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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res_50.zw = tmpvar_86.xxxy.zw;
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return res_50;
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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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vec3 tmpvar_90;
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tmpvar_90 = gl_TexCoord[0].xyz;
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vec3 tmpvar_91;
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tmpvar_91 = tmpvar_90;
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xlt_IN_87._ShadowCoord0 = tmpvar_91;
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vec3 tmpvar_92;
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tmpvar_92 = gl_TexCoord[1].xyz;
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vec3 tmpvar_93;
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tmpvar_93 = tmpvar_92;
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xlt_IN_87._ShadowCoord1 = tmpvar_93;
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vec3 tmpvar_94;
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tmpvar_94 = gl_TexCoord[2].xyz;
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vec3 tmpvar_95;
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tmpvar_95 = tmpvar_94;
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xlt_IN_87._ShadowCoord2 = tmpvar_95;
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vec3 tmpvar_96;
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tmpvar_96 = gl_TexCoord[3].xyz;
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vec3 tmpvar_97;
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tmpvar_97 = tmpvar_96;
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xlt_IN_87._ShadowCoord3 = tmpvar_97;
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vec2 tmpvar_98;
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tmpvar_98 = gl_TexCoord[4].xy;
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vec2 tmpvar_99;
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tmpvar_99 = tmpvar_98;
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xlt_IN_87._ShadowZFade = tmpvar_99;
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vec3 tmpvar_100;
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tmpvar_100 = gl_TexCoord[5].xyz;
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vec3 tmpvar_101;
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tmpvar_101 = tmpvar_100;
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xlt_IN_87.worldPos = tmpvar_101;
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vec4 tmpvar_102;
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tmpvar_102 = frag_surf (xlt_IN_87);
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vec4 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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xl_retval_88 = tmpvar_103;
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vec4 tmpvar_104;
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tmpvar_104 = xl_retval_88.xyzw;
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vec4 tmpvar_105;
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tmpvar_105 = tmpvar_104;
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gl_FragData[0] = tmpvar_105;
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}
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