mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
552 lines
12 KiB
Text
552 lines
12 KiB
Text
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struct v2f {
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highp vec4 pos;
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highp vec2 uv;
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lowp vec4 color;
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};
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struct appdata_full {
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highp vec4 vertex;
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highp vec4 tangent;
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highp vec3 normal;
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highp vec4 texcoord;
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highp vec4 texcoord1;
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highp vec4 color;
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};
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varying lowp vec4 xlv_TEXCOORD1;
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varying highp vec2 xlv_TEXCOORD0;
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varying highp vec4 xlv_SV_POSITION;
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attribute vec4 TANGENT;
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uniform highp mat4 glstate_matrix_mvp;
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform highp mat4 _World2Object;
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uniform highp float _VerticalBillboarding;
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uniform highp float _TimeOnDuration;
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uniform highp float _TimeOffDuration;
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uniform highp vec4 _Time;
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uniform highp float _SizeGrowStartDist;
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uniform highp float _SizeGrowEndDist;
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uniform highp float _NoiseAmount;
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uniform highp float _Multiplier;
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uniform highp float _MaxGrowSize;
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uniform highp float _FadeOutDistNear;
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uniform highp float _FadeOutDistFar;
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uniform highp vec4 _Color;
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uniform highp float _BlinkingTimeOffsScale;
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uniform highp float _Bias;
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attribute lowp vec4 _glesColor;
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attribute highp vec4 _glesMultiTexCoord1;
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attribute highp vec4 _glesMultiTexCoord0;
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attribute mediump vec3 _glesNormal;
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attribute highp vec4 _glesVertex;
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float xll_mod (
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in float x,
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in float y
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)
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{
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float f;
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float d;
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float tmpvar_1;
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tmpvar_1 = (x / y);
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d = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = abs (d);
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float tmpvar_3;
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tmpvar_3 = fract (tmpvar_2);
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float tmpvar_4;
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tmpvar_4 = (tmpvar_3 * y);
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f = tmpvar_4;
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float tmpvar_5;
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if ((d >= 0.0)) {
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tmpvar_5 = f;
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} else {
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tmpvar_5 = -(f);
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};
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return tmpvar_5;
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}
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vec2 xll_mod (
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in vec2 x,
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in vec2 y
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)
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{
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vec2 f;
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vec2 d;
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vec2 tmpvar_1;
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tmpvar_1 = (x / y);
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d = tmpvar_1;
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vec2 tmpvar_2;
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tmpvar_2 = abs (d);
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vec2 tmpvar_3;
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tmpvar_3 = fract (tmpvar_2);
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vec2 tmpvar_4;
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tmpvar_4 = (tmpvar_3 * y);
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f = tmpvar_4;
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float tmpvar_5;
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if ((d.x >= 0.0)) {
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tmpvar_5 = f.x;
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} else {
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tmpvar_5 = -(f.x);
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};
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float tmpvar_6;
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if ((d.y >= 0.0)) {
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tmpvar_6 = f.y;
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} else {
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tmpvar_6 = -(f.y);
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};
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vec2 tmpvar_7;
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tmpvar_7.x = tmpvar_5;
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tmpvar_7.y = tmpvar_6;
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return tmpvar_7;
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}
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vec3 xll_mod (
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in vec3 x,
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in vec3 y
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)
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{
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vec3 f;
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vec3 d;
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vec3 tmpvar_1;
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tmpvar_1 = (x / y);
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d = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = abs (d);
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vec3 tmpvar_3;
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tmpvar_3 = fract (tmpvar_2);
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vec3 tmpvar_4;
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tmpvar_4 = (tmpvar_3 * y);
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f = tmpvar_4;
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float tmpvar_5;
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if ((d.x >= 0.0)) {
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tmpvar_5 = f.x;
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} else {
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tmpvar_5 = -(f.x);
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};
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float tmpvar_6;
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if ((d.y >= 0.0)) {
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tmpvar_6 = f.y;
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} else {
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tmpvar_6 = -(f.y);
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};
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float tmpvar_7;
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if ((d.z >= 0.0)) {
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tmpvar_7 = f.z;
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} else {
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tmpvar_7 = -(f.z);
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};
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vec3 tmpvar_8;
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tmpvar_8.x = tmpvar_5;
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tmpvar_8.y = tmpvar_6;
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tmpvar_8.z = tmpvar_7;
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return tmpvar_8;
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}
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vec4 xll_mod (
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in vec4 x,
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in vec4 y
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)
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{
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vec4 f;
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vec4 d;
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vec4 tmpvar_1;
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tmpvar_1 = (x / y);
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d = tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = abs (d);
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vec4 tmpvar_3;
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tmpvar_3 = fract (tmpvar_2);
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vec4 tmpvar_4;
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tmpvar_4 = (tmpvar_3 * y);
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f = tmpvar_4;
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float tmpvar_5;
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if ((d.x >= 0.0)) {
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tmpvar_5 = f.x;
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} else {
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tmpvar_5 = -(f.x);
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};
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float tmpvar_6;
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if ((d.y >= 0.0)) {
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tmpvar_6 = f.y;
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} else {
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tmpvar_6 = -(f.y);
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};
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float tmpvar_7;
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if ((d.z >= 0.0)) {
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tmpvar_7 = f.z;
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} else {
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tmpvar_7 = -(f.z);
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};
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float tmpvar_8;
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if ((d.w >= 0.0)) {
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tmpvar_8 = f.w;
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} else {
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tmpvar_8 = -(f.w);
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};
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vec4 tmpvar_9;
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tmpvar_9.x = tmpvar_5;
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tmpvar_9.y = tmpvar_6;
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tmpvar_9.z = tmpvar_7;
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tmpvar_9.w = tmpvar_8;
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return tmpvar_9;
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}
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float xll_saturate (
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in float x
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)
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{
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float tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec2 xll_saturate (
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in vec2 x
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec3 xll_saturate (
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in vec3 x
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec4 xll_saturate (
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in vec4 x
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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mat2 xll_saturate (
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in mat2 m
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec2 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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mat2 tmpvar_3;
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_1;
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tmpvar_3[0] = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = tmpvar_2;
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tmpvar_3[1] = tmpvar_5;
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return tmpvar_3;
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}
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mat3 xll_saturate (
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in mat3 m
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec3 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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vec3 tmpvar_3;
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tmpvar_3 = clamp (m[2], 0.0, 1.0);
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mat3 tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_1;
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tmpvar_4[0] = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_4[1] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_4[2] = tmpvar_7;
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return tmpvar_4;
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}
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mat4 xll_saturate (
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in mat4 m
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec4 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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vec4 tmpvar_3;
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tmpvar_3 = clamp (m[2], 0.0, 1.0);
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vec4 tmpvar_4;
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tmpvar_4 = clamp (m[3], 0.0, 1.0);
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mat4 tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_1;
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tmpvar_5[0] = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_2;
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tmpvar_5[1] = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_3;
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tmpvar_5[2] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_4;
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tmpvar_5[3] = tmpvar_9;
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return tmpvar_5;
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}
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void CalcOrthonormalBasis (
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in highp vec3 dir,
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out highp vec3 right,
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out highp vec3 up
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)
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{
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highp float tmpvar_1;
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tmpvar_1 = abs (dir.y);
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vec3 tmpvar_2;
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if ((tmpvar_1 > 0.999)) {
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tmpvar_2 = vec3(0.0, 0.0, 1.0);
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} else {
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tmpvar_2 = vec3(0.0, 1.0, 0.0);
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};
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vec3 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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up = tmpvar_3;
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highp vec3 tmpvar_4;
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tmpvar_4 = cross (up, dir);
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highp vec3 tmpvar_5;
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tmpvar_5 = normalize (tmpvar_4);
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highp vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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right = tmpvar_6;
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highp vec3 tmpvar_7;
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tmpvar_7 = cross (dir, right);
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highp vec3 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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up = tmpvar_8;
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}
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float CalcFadeOutFactor (
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in highp float dist
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)
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{
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highp float ffadeout;
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highp float nfadeout;
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float tmpvar_1;
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tmpvar_1 = xll_saturate ((dist / _FadeOutDistNear));
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float tmpvar_2;
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tmpvar_2 = tmpvar_1;
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nfadeout = tmpvar_2;
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highp float tmpvar_3;
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tmpvar_3 = max ((dist - _FadeOutDistFar), 0.0);
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float tmpvar_4;
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tmpvar_4 = xll_saturate ((tmpvar_3 * 0.2));
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float tmpvar_5;
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tmpvar_5 = (1.0 - tmpvar_4);
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ffadeout = tmpvar_5;
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highp float tmpvar_6;
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tmpvar_6 = (ffadeout * ffadeout);
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ffadeout = tmpvar_6;
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highp float tmpvar_7;
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tmpvar_7 = (nfadeout * nfadeout);
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nfadeout = tmpvar_7;
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highp float tmpvar_8;
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tmpvar_8 = (nfadeout * nfadeout);
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nfadeout = tmpvar_8;
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highp float tmpvar_9;
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tmpvar_9 = (nfadeout * ffadeout);
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nfadeout = tmpvar_9;
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return nfadeout;
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}
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float CalcDistScale (
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in highp float dist
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)
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{
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highp float distScale;
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highp float tmpvar_1;
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tmpvar_1 = max ((dist - _SizeGrowStartDist), 0.0);
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highp float tmpvar_2;
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tmpvar_2 = min ((tmpvar_1 / _SizeGrowEndDist), 1.0);
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highp float tmpvar_3;
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tmpvar_3 = tmpvar_2;
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distScale = tmpvar_3;
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return ((distScale * distScale) * _MaxGrowSize);
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}
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v2f xlat_main (
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in appdata_full v
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)
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{
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v2f o;
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highp float noiseWave;
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highp float noise;
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highp float noiseTime;
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highp float wave;
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highp float fracTime;
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highp float time;
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highp vec3 BBLocalPos;
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highp vec3 BBNormal;
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highp float distScale;
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highp vec3 upLocal;
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highp vec3 rightLocal;
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highp float localDirLength;
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highp vec3 localDir;
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highp vec3 viewerLocal;
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highp vec3 centerLocal;
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highp vec3 centerOffs;
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highp vec3 tmpvar_1;
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tmpvar_1.z = 0.0;
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tmpvar_1.xy = (vec2(0.5, 0.5) - v.color.xy).xy;
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highp vec3 tmpvar_2;
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tmpvar_2 = (tmpvar_1 * v.texcoord1.xyy);
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centerOffs = tmpvar_2;
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highp vec3 tmpvar_3;
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tmpvar_3 = (v.vertex.xyz + centerOffs.xyz);
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centerLocal = tmpvar_3;
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highp vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = _WorldSpaceCameraPos.xyz;
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highp vec3 tmpvar_5;
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tmpvar_5 = (_World2Object * tmpvar_4).xyz;
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highp vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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viewerLocal = tmpvar_6;
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highp vec3 tmpvar_7;
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tmpvar_7 = (viewerLocal - centerLocal);
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localDir = tmpvar_7;
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highp float tmpvar_8;
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tmpvar_8 = mix (0.0, localDir.y, _VerticalBillboarding);
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highp float tmpvar_9;
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tmpvar_9 = tmpvar_8;
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localDir.y = vec2(tmpvar_9).y;
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highp float tmpvar_10;
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tmpvar_10 = length (localDir);
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highp float tmpvar_11;
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tmpvar_11 = tmpvar_10;
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localDirLength = tmpvar_11;
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CalcOrthonormalBasis ((localDir / localDirLength), rightLocal, upLocal);
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highp float tmpvar_12;
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tmpvar_12 = CalcDistScale (localDirLength);
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highp float tmpvar_13;
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tmpvar_13 = (tmpvar_12 * v.color.w);
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distScale = tmpvar_13;
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highp vec3 tmpvar_14;
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tmpvar_14 = ((rightLocal * v.normal.x) + (upLocal * v.normal.y));
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BBNormal = tmpvar_14;
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||
|
highp vec3 tmpvar_15;
|
||
|
tmpvar_15 = ((centerLocal - ((rightLocal * centerOffs.x) + (upLocal * centerOffs.y))) + (BBNormal * distScale));
|
||
|
BBLocalPos = tmpvar_15;
|
||
|
highp float tmpvar_16;
|
||
|
tmpvar_16 = (_Time.y + (_BlinkingTimeOffsScale * v.color.z));
|
||
|
time = tmpvar_16;
|
||
|
float tmpvar_17;
|
||
|
tmpvar_17 = xll_mod (time, (_TimeOnDuration + _TimeOffDuration));
|
||
|
float tmpvar_18;
|
||
|
tmpvar_18 = tmpvar_17;
|
||
|
fracTime = tmpvar_18;
|
||
|
highp float tmpvar_19;
|
||
|
tmpvar_19 = smoothstep (0.0, (_TimeOnDuration * 0.25), fracTime);
|
||
|
highp float tmpvar_20;
|
||
|
tmpvar_20 = smoothstep ((_TimeOnDuration * 0.75), _TimeOnDuration, fracTime);
|
||
|
highp float tmpvar_21;
|
||
|
tmpvar_21 = (tmpvar_19 * (1.0 - tmpvar_20));
|
||
|
wave = tmpvar_21;
|
||
|
highp float tmpvar_22;
|
||
|
tmpvar_22 = (time * (6.28319 / _TimeOnDuration));
|
||
|
noiseTime = tmpvar_22;
|
||
|
highp float tmpvar_23;
|
||
|
tmpvar_23 = sin (noiseTime);
|
||
|
highp float tmpvar_24;
|
||
|
tmpvar_24 = cos (((noiseTime * 0.6366) + 56.7272));
|
||
|
highp float tmpvar_25;
|
||
|
tmpvar_25 = (tmpvar_23 * ((0.5 * tmpvar_24) + 0.5));
|
||
|
noise = tmpvar_25;
|
||
|
highp float tmpvar_26;
|
||
|
tmpvar_26 = ((_NoiseAmount * noise) + (1.0 - _NoiseAmount));
|
||
|
noiseWave = tmpvar_26;
|
||
|
highp float tmpvar_27;
|
||
|
if ((_NoiseAmount < 0.01)) {
|
||
|
tmpvar_27 = wave;
|
||
|
} else {
|
||
|
tmpvar_27 = noiseWave;
|
||
|
};
|
||
|
highp float tmpvar_28;
|
||
|
tmpvar_28 = tmpvar_27;
|
||
|
wave = tmpvar_28;
|
||
|
highp float tmpvar_29;
|
||
|
tmpvar_29 = (wave + _Bias);
|
||
|
wave = tmpvar_29;
|
||
|
highp vec2 tmpvar_30;
|
||
|
tmpvar_30 = v.texcoord.xy;
|
||
|
o.uv = tmpvar_30;
|
||
|
highp vec4 tmpvar_31;
|
||
|
tmpvar_31.w = 1.0;
|
||
|
tmpvar_31.xyz = BBLocalPos.xyz;
|
||
|
highp vec4 tmpvar_32;
|
||
|
tmpvar_32 = (glstate_matrix_mvp * tmpvar_31);
|
||
|
o.pos = tmpvar_32;
|
||
|
highp float tmpvar_33;
|
||
|
tmpvar_33 = CalcFadeOutFactor (localDirLength);
|
||
|
highp vec4 tmpvar_34;
|
||
|
tmpvar_34 = (((tmpvar_33 * _Color) * _Multiplier) * wave);
|
||
|
o.color = tmpvar_34;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
void main ()
|
||
|
{
|
||
|
appdata_full xlt_v;
|
||
|
v2f xl_retval;
|
||
|
highp vec4 tmpvar_1;
|
||
|
tmpvar_1 = _glesVertex.xyzw;
|
||
|
highp vec4 tmpvar_2;
|
||
|
tmpvar_2 = tmpvar_1;
|
||
|
xlt_v.vertex = tmpvar_2;
|
||
|
vec4 tmpvar_3;
|
||
|
tmpvar_3 = TANGENT.xyzw;
|
||
|
vec4 tmpvar_4;
|
||
|
tmpvar_4 = tmpvar_3;
|
||
|
xlt_v.tangent = tmpvar_4;
|
||
|
mediump vec3 tmpvar_5;
|
||
|
tmpvar_5 = _glesNormal.xyz;
|
||
|
mediump vec3 tmpvar_6;
|
||
|
tmpvar_6 = tmpvar_5;
|
||
|
xlt_v.normal = tmpvar_6;
|
||
|
highp vec4 tmpvar_7;
|
||
|
tmpvar_7 = _glesMultiTexCoord0.xyzw;
|
||
|
highp vec4 tmpvar_8;
|
||
|
tmpvar_8 = tmpvar_7;
|
||
|
xlt_v.texcoord = tmpvar_8;
|
||
|
highp vec4 tmpvar_9;
|
||
|
tmpvar_9 = _glesMultiTexCoord1.xyzw;
|
||
|
highp vec4 tmpvar_10;
|
||
|
tmpvar_10 = tmpvar_9;
|
||
|
xlt_v.texcoord1 = tmpvar_10;
|
||
|
lowp vec4 tmpvar_11;
|
||
|
tmpvar_11 = _glesColor.xyzw;
|
||
|
lowp vec4 tmpvar_12;
|
||
|
tmpvar_12 = tmpvar_11;
|
||
|
xlt_v.color = tmpvar_12;
|
||
|
v2f tmpvar_13;
|
||
|
tmpvar_13 = xlat_main (xlt_v);
|
||
|
v2f tmpvar_14;
|
||
|
tmpvar_14 = tmpvar_13;
|
||
|
xl_retval = tmpvar_14;
|
||
|
highp vec4 tmpvar_15;
|
||
|
tmpvar_15 = xl_retval.pos.xyzw;
|
||
|
highp vec4 tmpvar_16;
|
||
|
tmpvar_16 = tmpvar_15;
|
||
|
xlv_SV_POSITION = tmpvar_16;
|
||
|
highp vec2 tmpvar_17;
|
||
|
tmpvar_17 = xl_retval.uv.xy;
|
||
|
highp vec2 tmpvar_18;
|
||
|
tmpvar_18 = tmpvar_17;
|
||
|
xlv_TEXCOORD0 = tmpvar_18;
|
||
|
lowp vec4 tmpvar_19;
|
||
|
tmpvar_19 = xl_retval.color.xyzw;
|
||
|
lowp vec4 tmpvar_20;
|
||
|
tmpvar_20 = tmpvar_19;
|
||
|
xlv_TEXCOORD1 = tmpvar_20;
|
||
|
}
|
||
|
|