mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
312 lines
6.5 KiB
Text
312 lines
6.5 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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};
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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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};
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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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uniform vec4 _Color;
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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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void surf (
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in Input IN_33,
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inout SurfaceOutput o_34
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)
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{
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vec4 c_35;
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vec4 tmpvar_36;
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tmpvar_36 = texture2D (_MainTex, IN_33.uv_MainTex);
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vec4 tmpvar_37;
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tmpvar_37 = (tmpvar_36 * _Color);
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c_35 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = c_35.xyz;
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o_34.Albedo = tmpvar_38;
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float tmpvar_39;
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tmpvar_39 = c_35.w;
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o_34.Alpha = tmpvar_39;
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}
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vec2 EncodeFloatRG (
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in float v_40
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)
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{
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vec2 enc_41;
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float kEncodeBit_42;
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vec2 kEncodeMul_43;
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vec2 tmpvar_44;
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tmpvar_44 = vec2(1.0, 255.0);
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kEncodeMul_43 = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = 0.00392157;
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kEncodeBit_42 = tmpvar_45;
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vec2 tmpvar_46;
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tmpvar_46 = (kEncodeMul_43 * v_40);
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enc_41 = tmpvar_46;
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vec2 tmpvar_47;
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tmpvar_47 = fract (enc_41);
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vec2 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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enc_41 = tmpvar_48;
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float tmpvar_49;
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tmpvar_49 = (enc_41.x - (enc_41.y * kEncodeBit_42));
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enc_41.x = tmpvar_49;
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return enc_41;
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}
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vec4 frag_surf (
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in v2f_surf IN_50
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)
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{
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vec4 res_51;
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float faded_52;
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float shadow_53;
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vec4 coord_54;
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vec4 weights_55;
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vec4 far_56;
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vec4 near_57;
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vec4 z_58;
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Input surfIN_59;
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SurfaceOutput o_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_60.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_60.Emission = tmpvar_62;
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float tmpvar_63;
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tmpvar_63 = 0.0;
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o_60.Specular = tmpvar_63;
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float tmpvar_64;
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tmpvar_64 = 0.0;
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o_60.Alpha = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = 0.0;
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o_60.Gloss = tmpvar_65;
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surf (surfIN_59, o_60);
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vec4 tmpvar_66;
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tmpvar_66 = vec4(IN_50._ShadowZFade.x);
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vec4 tmpvar_67;
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tmpvar_67 = tmpvar_66;
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z_58 = tmpvar_67;
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bvec4 tmpvar_68;
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tmpvar_68 = greaterThanEqual (z_58, _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_57 = tmpvar_70;
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bvec4 tmpvar_71;
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tmpvar_71 = lessThan (z_58, _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_56 = tmpvar_73;
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vec4 tmpvar_74;
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tmpvar_74 = (near_57 * far_56);
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weights_55 = 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_50._ShadowCoord0 * weights_55.x) + (IN_50._ShadowCoord1 * weights_55.y)) + (IN_50._ShadowCoord2 * weights_55.z)) + (IN_50._ShadowCoord3 * weights_55.w)).xyz;
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vec4 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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coord_54 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = texture2D (_ShadowMapTexture, coord_54.xy);
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float tmpvar_78;
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if ((tmpvar_77.x < coord_54.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_53 = tmpvar_79;
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float tmpvar_80;
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tmpvar_80 = xll_saturate (IN_50._ShadowZFade.y);
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float tmpvar_81;
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tmpvar_81 = xll_saturate ((shadow_53 + tmpvar_80));
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float tmpvar_82;
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tmpvar_82 = tmpvar_81;
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faded_52 = tmpvar_82;
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float tmpvar_83;
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tmpvar_83 = faded_52;
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res_51.x = tmpvar_83;
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float tmpvar_84;
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tmpvar_84 = 1.0;
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res_51.y = vec2(tmpvar_84).y;
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vec2 tmpvar_85;
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tmpvar_85 = EncodeFloatRG ((1.0 - (z_58 * _ProjectionParams.w)).x);
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vec2 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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res_51.zw = tmpvar_86.xxxy.zw;
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return res_51;
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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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vec4 tmpvar_100;
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tmpvar_100 = frag_surf (xlt_IN_87);
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vec4 tmpvar_101;
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tmpvar_101 = tmpvar_100;
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xl_retval_88 = tmpvar_101;
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vec4 tmpvar_102;
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tmpvar_102 = xl_retval_88.xyzw;
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vec4 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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gl_FragData[0] = tmpvar_103;
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}
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