2012-10-07 23:41:18 -04:00
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struct v2f {
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highp vec4 pos;
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highp vec2 uv;
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highp vec3 ray;
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};
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uniform sampler2D _CameraDepthTexture;
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2014-02-11 02:06:13 -05:00
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uniform highp vec4 _LightShadowData;
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uniform highp vec4 _LightSplitsFar;
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uniform highp vec4 _LightSplitsNear;
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uniform sampler2D _ShadowMapTexture;
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uniform highp mat4 _View2Shadow;
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uniform highp mat4 _View2Shadow1;
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uniform highp mat4 _View2Shadow2;
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uniform highp mat4 _View2Shadow3;
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uniform highp vec4 _ZBufferParams;
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varying highp vec2 xlv_TEXCOORD0;
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varying highp vec3 xlv_TEXCOORD1;
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2012-10-07 23:41:18 -04:00
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mediump float unitySampleShadow (
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in highp vec4 eyePos_1
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)
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{
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mediump float shadow_2;
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highp vec4 coord_3;
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highp vec4 weights_4;
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highp vec4 far_5;
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highp vec4 near_6;
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highp float z_7;
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highp vec3 sc3_8;
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highp vec3 sc2_9;
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highp vec3 sc1_10;
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highp vec3 sc0_11;
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highp vec3 tmpvar_12;
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tmpvar_12 = (_View2Shadow * eyePos_1).xyz;
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sc0_11 = tmpvar_12;
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highp vec3 tmpvar_13;
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tmpvar_13 = (_View2Shadow1 * eyePos_1).xyz;
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sc1_10 = tmpvar_13;
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highp vec3 tmpvar_14;
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tmpvar_14 = (_View2Shadow2 * eyePos_1).xyz;
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sc2_9 = tmpvar_14;
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highp vec3 tmpvar_15;
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tmpvar_15 = (_View2Shadow3 * eyePos_1).xyz;
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sc3_8 = tmpvar_15;
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highp float tmpvar_16;
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tmpvar_16 = eyePos_1.z;
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z_7 = tmpvar_16;
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highp vec4 tmpvar_17;
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tmpvar_17 = vec4(z_7);
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bvec4 tmpvar_18;
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tmpvar_18 = greaterThanEqual (tmpvar_17, _LightSplitsNear);
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lowp vec4 tmpvar_19;
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tmpvar_19 = vec4(tmpvar_18).xyzw;
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lowp vec4 tmpvar_20;
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tmpvar_20 = tmpvar_19;
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near_6 = tmpvar_20;
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highp vec4 tmpvar_21;
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tmpvar_21 = vec4(z_7);
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bvec4 tmpvar_22;
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tmpvar_22 = lessThan (tmpvar_21, _LightSplitsFar);
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lowp vec4 tmpvar_23;
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tmpvar_23 = vec4(tmpvar_22).xyzw;
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lowp vec4 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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far_5 = tmpvar_24;
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highp vec4 tmpvar_25;
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tmpvar_25 = (near_6 * far_5);
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weights_4 = tmpvar_25;
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highp vec4 tmpvar_26;
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tmpvar_26.w = 1.0;
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2014-02-11 02:06:13 -05:00
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tmpvar_26.xyz = (((
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(sc0_11 * weights_4.x)
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+
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(sc1_10 * weights_4.y)
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) + (sc2_9 * weights_4.z)) + (sc3_8 * weights_4.w)).xyz;
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2012-10-07 23:41:18 -04:00
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highp vec4 tmpvar_27;
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tmpvar_27 = tmpvar_26;
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coord_3 = tmpvar_27;
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lowp vec4 tmpvar_28;
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tmpvar_28 = texture2D (_ShadowMapTexture, coord_3.xy);
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highp float tmpvar_29;
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if ((tmpvar_28.x < coord_3.z)) {
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tmpvar_29 = _LightShadowData.x;
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} else {
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tmpvar_29 = 1.0;
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};
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highp float tmpvar_30;
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tmpvar_30 = tmpvar_29;
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shadow_2 = tmpvar_30;
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return shadow_2;
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}
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float Linear01Depth (
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in highp float z_31
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)
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{
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return (1.0 / ((_ZBufferParams.x * z_31) + _ZBufferParams.y));
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}
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vec2 EncodeFloatRG (
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in highp float v_32
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)
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{
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highp vec2 enc_33;
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highp float kEncodeBit_34;
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highp vec2 kEncodeMul_35;
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vec2 tmpvar_36;
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tmpvar_36 = vec2(1.0, 255.0);
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kEncodeMul_35 = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = 0.00392157;
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kEncodeBit_34 = tmpvar_37;
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highp vec2 tmpvar_38;
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tmpvar_38 = (kEncodeMul_35 * v_32);
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enc_33 = tmpvar_38;
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highp vec2 tmpvar_39;
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tmpvar_39 = fract (enc_33);
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highp vec2 tmpvar_40;
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tmpvar_40 = tmpvar_39;
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enc_33 = tmpvar_40;
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highp float tmpvar_41;
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tmpvar_41 = (enc_33.x - (enc_33.y * kEncodeBit_34));
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enc_33.x = tmpvar_41;
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return enc_33;
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}
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mediump vec4 xlat_main (
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in v2f i_42
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)
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{
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highp vec4 res_43;
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mediump float shadow_44;
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highp vec4 vpos_45;
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highp float depth_46;
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lowp vec4 tmpvar_47;
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tmpvar_47 = texture2D (_CameraDepthTexture, i_42.uv);
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lowp float tmpvar_48;
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tmpvar_48 = tmpvar_47.x;
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depth_46 = tmpvar_48;
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highp float tmpvar_49;
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tmpvar_49 = Linear01Depth (depth_46);
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highp float tmpvar_50;
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tmpvar_50 = tmpvar_49;
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depth_46 = tmpvar_50;
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highp vec4 tmpvar_51;
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tmpvar_51.w = 1.0;
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tmpvar_51.xyz = (i_42.ray * depth_46).xyz;
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highp vec4 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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vpos_45 = tmpvar_52;
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mediump float tmpvar_53;
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tmpvar_53 = unitySampleShadow (vpos_45);
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mediump float tmpvar_54;
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tmpvar_54 = tmpvar_53;
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shadow_44 = tmpvar_54;
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mediump float tmpvar_55;
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tmpvar_55 = shadow_44;
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res_43.x = tmpvar_55;
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float tmpvar_56;
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tmpvar_56 = 1.0;
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res_43.y = vec2(tmpvar_56).y;
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highp vec2 tmpvar_57;
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tmpvar_57 = EncodeFloatRG ((1.0 - depth_46));
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highp vec2 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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res_43.zw = tmpvar_58.xxxy.zw;
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return res_43;
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}
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void main ()
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{
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v2f xlt_i_59;
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mediump vec4 xl_retval_60;
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vec4 tmpvar_61;
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tmpvar_61 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i_59.pos = tmpvar_61;
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highp vec2 tmpvar_62;
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tmpvar_62 = xlv_TEXCOORD0.xy;
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highp vec2 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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xlt_i_59.uv = tmpvar_63;
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highp vec3 tmpvar_64;
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tmpvar_64 = xlv_TEXCOORD1.xyz;
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highp vec3 tmpvar_65;
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tmpvar_65 = tmpvar_64;
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xlt_i_59.ray = tmpvar_65;
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mediump vec4 tmpvar_66;
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tmpvar_66 = xlat_main (xlt_i_59);
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mediump vec4 tmpvar_67;
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tmpvar_67 = tmpvar_66;
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xl_retval_60 = tmpvar_67;
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mediump vec4 tmpvar_68;
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tmpvar_68 = xl_retval_60.xyzw;
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mediump vec4 tmpvar_69;
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tmpvar_69 = tmpvar_68;
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gl_FragData[0] = tmpvar_69;
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}
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