mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
376 lines
8.9 KiB
Text
376 lines
8.9 KiB
Text
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struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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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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vec2 hip_pack0;
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vec4 lop_color;
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vec3 normal;
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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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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 _WavingTint;
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uniform vec4 _WaveAndDistance;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform mat4 _LightMatrix0;
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uniform vec3 _CameraUp;
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uniform vec3 _CameraRight;
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uniform vec4 _CameraPosition;
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mat3 xll_constructMat3 (
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in mat4 m_1
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)
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{
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vec3 tmpvar_2;
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tmpvar_2 = m_1[0].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = m_1[1].xyz;
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vec3 tmpvar_4;
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tmpvar_4 = m_1[2].xyz;
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mat3 tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_5[0] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_5[1] = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = tmpvar_4;
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tmpvar_5[2] = tmpvar_8;
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return tmpvar_5;
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}
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void FastSinCos (
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in vec4 val_9,
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out vec4 s_10,
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out vec4 c_11
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)
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{
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vec4 cos8_12;
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vec4 sin7_13;
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vec4 r3_14;
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vec4 r2_15;
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vec4 r1_16;
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vec4 r8_17;
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vec4 r7_18;
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vec4 r6_19;
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vec4 r5_20;
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vec4 tmpvar_21;
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tmpvar_21 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
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sin7_13 = tmpvar_21;
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vec4 tmpvar_22;
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tmpvar_22 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
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cos8_12 = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23 = ((val_9 * 6.40885) - 3.14159);
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val_9 = tmpvar_23;
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vec4 tmpvar_24;
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tmpvar_24 = (val_9 * val_9);
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r5_20 = tmpvar_24;
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vec4 tmpvar_25;
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tmpvar_25 = (r5_20 * r5_20);
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r6_19 = tmpvar_25;
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vec4 tmpvar_26;
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tmpvar_26 = (r6_19 * r5_20);
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r7_18 = tmpvar_26;
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vec4 tmpvar_27;
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tmpvar_27 = (r6_19 * r5_20);
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r8_17 = tmpvar_27;
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vec4 tmpvar_28;
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tmpvar_28 = (r5_20 * val_9);
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r1_16 = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = (r1_16 * r5_20);
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r2_15 = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = (r2_15 * r5_20);
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r3_14 = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = (((val_9 + (r1_16 * sin7_13.y)) + (r2_15 * sin7_13.z)) + (r3_14 * sin7_13.w));
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s_10 = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = ((((1.0 + (r5_20 * cos8_12.x)) + (r6_19 * cos8_12.y)) + (r7_18 * cos8_12.z)) + (r8_17 * cos8_12.w));
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c_11 = tmpvar_32;
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}
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void TerrainWaveGrass (
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inout vec4 vertex_33,
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in float waveAmount_34,
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in vec3 color_35,
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out vec4 outColor_36
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)
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{
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vec3 waveColor_37;
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vec3 waveMove_38;
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float lighting_39;
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vec4 c_40;
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vec4 s_41;
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vec4 waves_42;
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vec4 _waveZmove_43;
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vec4 _waveXmove_44;
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vec4 waveSpeed_45;
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vec4 _waveZSize_46;
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vec4 _waveXSize_47;
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vec4 tmpvar_48;
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tmpvar_48 = vec4(1.2, 2.0, 1.6, 4.8);
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waveSpeed_45 = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = vec4(0.024, 0.04, -0.12, 0.096);
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_waveXmove_44 = tmpvar_49;
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vec4 tmpvar_50;
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tmpvar_50 = vec4(0.006, 0.02, -0.02, 0.1);
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_waveZmove_43 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = vec3(0.0, 0.0, 0.0);
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waveMove_38 = tmpvar_51;
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vec4 tmpvar_52;
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tmpvar_52 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
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_waveXSize_47 = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
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_waveZSize_46 = tmpvar_53;
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vec4 tmpvar_54;
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tmpvar_54 = (vertex_33.x * _waveXSize_47);
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waves_42 = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = (waves_42 + (vertex_33.z * _waveZSize_46));
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waves_42 = tmpvar_55;
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vec4 tmpvar_56;
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tmpvar_56 = (waves_42 + (_WaveAndDistance.x * waveSpeed_45));
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waves_42 = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = fract (waves_42);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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waves_42 = tmpvar_58;
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FastSinCos (waves_42, s_41, c_40);
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vec4 tmpvar_59;
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tmpvar_59 = (s_41 * s_41);
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s_41 = tmpvar_59;
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vec4 tmpvar_60;
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tmpvar_60 = (s_41 * s_41);
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s_41 = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
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float tmpvar_62;
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tmpvar_62 = dot (s_41, tmpvar_61);
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float tmpvar_63;
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tmpvar_63 = (tmpvar_62 * 0.7);
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lighting_39 = tmpvar_63;
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vec4 tmpvar_64;
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tmpvar_64 = (s_41 * waveAmount_34);
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s_41 = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = dot (s_41, _waveXmove_44);
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float tmpvar_66;
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tmpvar_66 = tmpvar_65;
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waveMove_38.x = tmpvar_66;
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float tmpvar_67;
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tmpvar_67 = dot (s_41, _waveZmove_43);
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float tmpvar_68;
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tmpvar_68 = tmpvar_67;
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waveMove_38.z = vec3(tmpvar_68).z;
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vec2 tmpvar_69;
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tmpvar_69 = (vertex_33.xz - (waveMove_38.xz * _WaveAndDistance.z));
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vertex_33.xz = tmpvar_69.xxy.xz;
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vec3 tmpvar_70;
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tmpvar_70 = vec3(lighting_39);
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vec3 tmpvar_71;
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tmpvar_71 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_70);
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vec3 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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waveColor_37 = tmpvar_72;
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vec3 tmpvar_73;
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tmpvar_73 = ((color_35 * waveColor_37) * 2.0);
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outColor_36.xyz = tmpvar_73.xyz.xyz;
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float tmpvar_74;
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tmpvar_74 = 1.0;
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outColor_36.w = vec4(tmpvar_74).w;
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}
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void TerrainBillboardGrass (
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inout vec4 pos_75,
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in vec2 offset_76
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)
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{
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vec3 grasspos_77;
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vec3 tmpvar_78;
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tmpvar_78 = (pos_75.xyz - _CameraPosition.xyz);
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grasspos_77 = tmpvar_78;
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float tmpvar_79;
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tmpvar_79 = dot (grasspos_77, grasspos_77);
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if ((tmpvar_79 > _WaveAndDistance.w)) {
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vec2 tmpvar_80;
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tmpvar_80 = vec2(0.0, 0.0);
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offset_76 = tmpvar_80;
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};
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vec3 tmpvar_81;
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tmpvar_81 = (pos_75.xyz + (offset_76.x * _CameraRight.xyz));
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pos_75.xyz = tmpvar_81.xyz.xyz;
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vec3 tmpvar_82;
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tmpvar_82 = (pos_75.xyz + (offset_76.y * _CameraUp.xyz));
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pos_75.xyz = tmpvar_82.xyz.xyz;
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}
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void vert (
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inout appdata_full v_83
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)
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{
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vec4 color_84;
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float waveAmount_85;
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TerrainBillboardGrass (v_83.vertex, v_83.tangent.xy);
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float tmpvar_86;
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tmpvar_86 = v_83.tangent.y;
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waveAmount_85 = tmpvar_86;
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TerrainWaveGrass (v_83.vertex, waveAmount_85, v_83.color.xyz, color_84);
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vec4 tmpvar_87;
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tmpvar_87 = color_84;
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v_83.color = tmpvar_87;
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}
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vec3 WorldSpaceLightDir (
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in vec4 v_88
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)
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{
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vec3 worldPos_89;
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vec3 tmpvar_90;
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tmpvar_90 = (_Object2World * v_88).xyz;
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worldPos_89 = tmpvar_90;
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return (_WorldSpaceLightPos0.xyz - worldPos_89);
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}
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void PositionFog (
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in vec4 v_91,
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out vec4 pos_92,
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out float fog_93
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)
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{
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vec4 tmpvar_94;
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tmpvar_94 = (gl_ModelViewProjectionMatrix * v_91);
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pos_92 = tmpvar_94;
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float tmpvar_95;
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tmpvar_95 = pos_92.z;
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fog_93 = tmpvar_95;
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}
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v2f_surf vert_surf (
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in appdata_full v_96
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)
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{
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v2f_surf o_97;
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vert (v_96);
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PositionFog (v_96.vertex, o_97.pos, o_97.fog);
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vec2 tmpvar_98;
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tmpvar_98 = ((v_96.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o_97.hip_pack0 = tmpvar_98.xy.xy;
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vec4 tmpvar_99;
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tmpvar_99 = v_96.color;
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o_97.lop_color = tmpvar_99;
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mat3 tmpvar_100;
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tmpvar_100 = xll_constructMat3 (_Object2World);
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vec3 tmpvar_101;
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tmpvar_101 = (tmpvar_100 * (v_96.normal * unity_Scale.w));
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o_97.normal = tmpvar_101;
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vec3 tmpvar_102;
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tmpvar_102 = WorldSpaceLightDir (v_96.vertex);
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vec3 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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o_97.lightDir = tmpvar_103;
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vec3 tmpvar_104;
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tmpvar_104 = (_LightMatrix0 * (_Object2World * v_96.vertex)).xyz;
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o_97._LightCoord = tmpvar_104;
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return o_97;
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}
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void main ()
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{
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appdata_full xlt_v_105;
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v2f_surf xl_retval_106;
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vec4 tmpvar_107;
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tmpvar_107 = gl_Vertex.xyzw;
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vec4 tmpvar_108;
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tmpvar_108 = tmpvar_107;
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xlt_v_105.vertex = tmpvar_108;
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vec4 tmpvar_109;
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tmpvar_109 = TANGENT.xyzw;
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vec4 tmpvar_110;
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tmpvar_110 = tmpvar_109;
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xlt_v_105.tangent = tmpvar_110;
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vec3 tmpvar_111;
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tmpvar_111 = gl_Normal.xyz;
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vec3 tmpvar_112;
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tmpvar_112 = tmpvar_111;
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xlt_v_105.normal = tmpvar_112;
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vec4 tmpvar_113;
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tmpvar_113 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_114;
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tmpvar_114 = tmpvar_113;
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xlt_v_105.texcoord = tmpvar_114;
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vec4 tmpvar_115;
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tmpvar_115 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_116;
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tmpvar_116 = tmpvar_115;
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xlt_v_105.texcoord1 = tmpvar_116;
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vec4 tmpvar_117;
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tmpvar_117 = gl_Color.xyzw;
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vec4 tmpvar_118;
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tmpvar_118 = tmpvar_117;
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xlt_v_105.color = tmpvar_118;
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v2f_surf tmpvar_119;
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tmpvar_119 = vert_surf (xlt_v_105);
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v2f_surf tmpvar_120;
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tmpvar_120 = tmpvar_119;
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xl_retval_106 = tmpvar_120;
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vec4 tmpvar_121;
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tmpvar_121 = xl_retval_106.pos.xyzw;
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vec4 tmpvar_122;
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tmpvar_122 = tmpvar_121;
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gl_Position = tmpvar_122;
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vec4 tmpvar_123;
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tmpvar_123.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_123.x = xl_retval_106.fog;
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vec4 tmpvar_124;
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tmpvar_124 = tmpvar_123;
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xlv_FOG = tmpvar_124;
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vec4 tmpvar_125;
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tmpvar_125.zw = vec2(0.0, 0.0);
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tmpvar_125.xy = xl_retval_106.hip_pack0.xy;
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vec4 tmpvar_126;
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tmpvar_126 = tmpvar_125;
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gl_TexCoord[0] = tmpvar_126;
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vec4 tmpvar_127;
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tmpvar_127 = xl_retval_106.lop_color.xyzw;
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vec4 tmpvar_128;
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tmpvar_128 = tmpvar_127;
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gl_FrontColor = tmpvar_128;
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vec4 tmpvar_129;
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tmpvar_129.w = 0.0;
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tmpvar_129.xyz = xl_retval_106.normal.xyz;
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vec4 tmpvar_130;
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tmpvar_130 = tmpvar_129;
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gl_TexCoord[1] = tmpvar_130;
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vec4 tmpvar_131;
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tmpvar_131.w = 0.0;
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tmpvar_131.xyz = xl_retval_106.lightDir.xyz;
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vec4 tmpvar_132;
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tmpvar_132 = tmpvar_131;
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gl_TexCoord[2] = tmpvar_132;
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vec4 tmpvar_133;
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tmpvar_133.w = 0.0;
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tmpvar_133.xyz = xl_retval_106._LightCoord.xyz;
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vec4 tmpvar_134;
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tmpvar_134 = tmpvar_133;
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gl_TexCoord[3] = tmpvar_134;
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}
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