mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
240 lines
5.3 KiB
Text
240 lines
5.3 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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vec2 uv_Illum;
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vec3 viewDir;
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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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vec2 hip_pack1;
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vec3 viewDir;
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vec4 hip_screen;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _Illum;
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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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vec2 ParallaxOffset (
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in float h_6,
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in float height_7,
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in vec3 viewDir_8
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)
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{
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vec3 v_9;
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float tmpvar_10;
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tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
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h_6 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = normalize (viewDir_8);
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vec3 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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v_9 = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = (v_9.z + 0.42);
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v_9.z = vec3(tmpvar_13).z;
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return (h_6 * (v_9.xy / v_9.z));
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}
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void surf (
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in Input IN_14,
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inout SurfaceOutput o_15
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)
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{
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vec4 c_16;
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vec2 offset_17;
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float h_18;
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vec4 tmpvar_19;
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tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
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float tmpvar_20;
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tmpvar_20 = tmpvar_19.w;
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h_18 = tmpvar_20;
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vec2 tmpvar_21;
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tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir);
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vec2 tmpvar_22;
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tmpvar_22 = tmpvar_21;
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offset_17 = tmpvar_22;
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vec2 tmpvar_23;
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tmpvar_23 = (IN_14.uv_MainTex + offset_17);
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IN_14.uv_MainTex = tmpvar_23;
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vec2 tmpvar_24;
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tmpvar_24 = (IN_14.uv_BumpMap + offset_17);
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IN_14.uv_BumpMap = tmpvar_24;
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vec2 tmpvar_25;
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tmpvar_25 = (IN_14.uv_Illum + offset_17);
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IN_14.uv_Illum = tmpvar_25;
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vec4 tmpvar_26;
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tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex);
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vec4 tmpvar_27;
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tmpvar_27 = (tmpvar_26 * _Color);
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c_16 = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = c_16.xyz;
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o_15.Albedo = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum);
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vec3 tmpvar_30;
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tmpvar_30 = (c_16.xyz * tmpvar_29.w);
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o_15.Emission = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = c_16.w;
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o_15.Alpha = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap);
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vec4 tmpvar_33;
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tmpvar_33 = UnpackNormal (tmpvar_32);
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vec3 tmpvar_34;
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tmpvar_34 = tmpvar_33.xyz;
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vec3 tmpvar_35;
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tmpvar_35 = tmpvar_34;
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o_15.Normal = tmpvar_35;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_36,
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in vec4 light_37
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)
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{
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vec4 c_38;
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vec3 tmpvar_39;
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tmpvar_39 = (s_36.Albedo * light_37.xyz);
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c_38.xyz = tmpvar_39.xyz.xyz;
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float tmpvar_40;
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tmpvar_40 = s_36.Alpha;
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c_38.w = vec4(tmpvar_40).w;
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return c_38;
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}
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vec4 frag_surf (
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in v2f_surf IN_41
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)
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{
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vec4 col_42;
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vec4 light_43;
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SurfaceOutput o_44;
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Input surfIN_45;
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vec2 tmpvar_46;
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tmpvar_46 = IN_41.hip_pack0.xy;
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surfIN_45.uv_MainTex = tmpvar_46;
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vec2 tmpvar_47;
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tmpvar_47 = IN_41.hip_pack0.zw;
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surfIN_45.uv_BumpMap = tmpvar_47;
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vec2 tmpvar_48;
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tmpvar_48 = IN_41.hip_pack1.xy;
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surfIN_45.uv_Illum = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = IN_41.viewDir;
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surfIN_45.viewDir = tmpvar_49;
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vec3 tmpvar_50;
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tmpvar_50 = vec3(0.0, 0.0, 0.0);
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o_44.Albedo = 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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o_44.Emission = tmpvar_51;
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float tmpvar_52;
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tmpvar_52 = 0.0;
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o_44.Specular = tmpvar_52;
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float tmpvar_53;
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tmpvar_53 = 0.0;
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o_44.Alpha = tmpvar_53;
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float tmpvar_54;
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tmpvar_54 = 0.0;
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o_44.Gloss = tmpvar_54;
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surf (surfIN_45, o_44);
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vec4 tmpvar_55;
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tmpvar_55 = texture2DProj (_LightBuffer, IN_41.hip_screen);
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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light_43 = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = log2 (light_43);
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vec4 tmpvar_58;
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tmpvar_58 = -(tmpvar_57);
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light_43 = tmpvar_58;
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vec3 tmpvar_59;
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tmpvar_59 = (light_43.xyz + unity_Ambient.xyz);
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light_43.xyz = tmpvar_59.xyz.xyz;
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vec4 tmpvar_60;
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tmpvar_60 = LightingLambert_PrePass (o_44, light_43);
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vec4 tmpvar_61;
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tmpvar_61 = tmpvar_60;
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col_42 = tmpvar_61;
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vec3 tmpvar_62;
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tmpvar_62 = (col_42.xyz + o_44.Emission);
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col_42.xyz = tmpvar_62.xyz.xyz;
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return col_42;
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}
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void main ()
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{
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v2f_surf xlt_IN_63;
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vec4 xl_retval_64;
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vec4 tmpvar_65;
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tmpvar_65 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_63.pos = tmpvar_65;
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float tmpvar_66;
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tmpvar_66 = xlv_FOG.x;
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xlt_IN_63.fog = tmpvar_66;
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vec4 tmpvar_67;
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tmpvar_67 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_68;
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tmpvar_68 = tmpvar_67;
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xlt_IN_63.hip_pack0 = tmpvar_68;
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vec2 tmpvar_69;
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tmpvar_69 = gl_TexCoord[1].xy;
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vec2 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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xlt_IN_63.hip_pack1 = tmpvar_70;
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vec3 tmpvar_71;
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tmpvar_71 = gl_TexCoord[2].xyz;
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vec3 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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xlt_IN_63.viewDir = tmpvar_72;
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vec4 tmpvar_73;
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tmpvar_73 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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xlt_IN_63.hip_screen = tmpvar_74;
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vec4 tmpvar_75;
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tmpvar_75 = frag_surf (xlt_IN_63);
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vec4 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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xl_retval_64 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = xl_retval_64.xyzw;
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vec4 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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gl_FragData[0] = tmpvar_78;
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}
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