mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
200 lines
4.4 KiB
Text
200 lines
4.4 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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vec2 uv_BumpMap;
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vec3 worldRefl;
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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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vec4 hip_pack0;
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vec3 lightDir;
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vec2 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform vec4 _ReflectColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform samplerCube _Cube;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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void surf (
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in Input IN_6,
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inout SurfaceOutput o_7
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)
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{
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vec4 reflcol_8;
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vec3 worldRefl_9;
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vec4 c_10;
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vec4 tex_11;
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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tex_11 = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = (tex_11 * _Color);
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c_10 = tmpvar_14;
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vec3 tmpvar_15;
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tmpvar_15 = c_10.xyz;
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o_7.Albedo = tmpvar_15;
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vec4 tmpvar_16;
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tmpvar_16 = texture2D (_BumpMap, IN_6.uv_BumpMap);
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vec4 tmpvar_17;
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tmpvar_17 = UnpackNormal (tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17.xyz;
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vec3 tmpvar_19;
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tmpvar_19 = tmpvar_18;
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o_7.Normal = tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = IN_6.worldRefl;
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worldRefl_9 = tmpvar_20;
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vec4 tmpvar_21;
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tmpvar_21 = textureCube (_Cube, worldRefl_9);
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vec4 tmpvar_22;
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tmpvar_22 = tmpvar_21;
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reflcol_8 = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23 = (reflcol_8 * tex_11.w);
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reflcol_8 = tmpvar_23;
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vec3 tmpvar_24;
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tmpvar_24 = (reflcol_8.xyz * _ReflectColor.xyz);
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o_7.Emission = tmpvar_24;
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float tmpvar_25;
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tmpvar_25 = (reflcol_8.w * _ReflectColor.w);
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o_7.Alpha = tmpvar_25;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_26,
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in vec3 lightDir_27,
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in float atten_28
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)
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{
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vec4 c_29;
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float diff_30;
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float tmpvar_31;
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tmpvar_31 = dot (s_26.Normal, lightDir_27);
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float tmpvar_32;
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tmpvar_32 = max (0.0, tmpvar_31);
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float tmpvar_33;
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tmpvar_33 = tmpvar_32;
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diff_30 = tmpvar_33;
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vec3 tmpvar_34;
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tmpvar_34 = ((s_26.Albedo * _LightColor0.xyz) * ((diff_30 * atten_28) * 2.0));
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c_29.xyz = tmpvar_34.xyz.xyz;
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float tmpvar_35;
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tmpvar_35 = s_26.Alpha;
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c_29.w = vec4(tmpvar_35).w;
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return c_29;
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}
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vec4 frag_surf (
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in v2f_surf IN_36
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)
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{
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vec4 c_37;
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vec3 lightDir_38;
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SurfaceOutput o_39;
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Input surfIN_40;
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vec2 tmpvar_41;
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tmpvar_41 = IN_36.hip_pack0.xy;
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surfIN_40.uv_MainTex = tmpvar_41;
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vec2 tmpvar_42;
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tmpvar_42 = IN_36.hip_pack0.zw;
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surfIN_40.uv_BumpMap = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = vec3(0.0, 0.0, 0.0);
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o_39.Albedo = tmpvar_43;
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vec3 tmpvar_44;
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tmpvar_44 = vec3(0.0, 0.0, 0.0);
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o_39.Emission = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = 0.0;
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o_39.Specular = tmpvar_45;
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float tmpvar_46;
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tmpvar_46 = 0.0;
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o_39.Alpha = tmpvar_46;
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float tmpvar_47;
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tmpvar_47 = 0.0;
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o_39.Gloss = tmpvar_47;
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surf (surfIN_40, o_39);
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vec3 tmpvar_48;
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tmpvar_48 = IN_36.lightDir;
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lightDir_38 = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = texture2D (_LightTexture0, IN_36._LightCoord);
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vec4 tmpvar_50;
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tmpvar_50 = LightingLambert (o_39, lightDir_38, (tmpvar_49.w * 1.0));
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vec4 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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c_37 = tmpvar_51;
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float tmpvar_52;
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tmpvar_52 = 0.0;
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c_37.w = vec4(tmpvar_52).w;
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return c_37;
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}
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void main ()
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{
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v2f_surf xlt_IN_53;
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vec4 xl_retval_54;
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vec4 tmpvar_55;
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tmpvar_55 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_53.pos = tmpvar_55;
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float tmpvar_56;
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tmpvar_56 = xlv_FOG.x;
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xlt_IN_53.fog = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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xlt_IN_53.hip_pack0 = tmpvar_58;
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vec3 tmpvar_59;
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tmpvar_59 = gl_TexCoord[1].xyz;
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vec3 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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xlt_IN_53.lightDir = tmpvar_60;
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vec2 tmpvar_61;
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tmpvar_61 = gl_TexCoord[2].xy;
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vec2 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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xlt_IN_53._LightCoord = tmpvar_62;
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vec4 tmpvar_63;
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tmpvar_63 = frag_surf (xlt_IN_53);
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vec4 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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xl_retval_54 = tmpvar_64;
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vec4 tmpvar_65;
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tmpvar_65 = xl_retval_54.xyzw;
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vec4 tmpvar_66;
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tmpvar_66 = tmpvar_65;
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gl_FragData[0] = tmpvar_66;
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}
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