2012-10-07 23:41:18 -04:00
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uniform vec4 _LightPositionRange;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xyz;
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2014-10-11 15:32:43 -04:00
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vec4 enc_2;
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enc_2 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(
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dot (tmpvar_1, tmpvar_1)
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) * _LightPositionRange.w));
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vec4 tmpvar_3;
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tmpvar_3 = fract(enc_2);
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enc_2 = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157));
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gl_FragData[0] = enc_2;
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2012-10-07 23:41:18 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 7 alu 0 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [1] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _LightPositionRange (high float) 4x1 [-1]
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