mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
198 lines
4.3 KiB
Text
198 lines
4.3 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_Detail;
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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 normal;
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vec3 lightDir;
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vec4 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform sampler2D _Detail;
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uniform vec4 _Color;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * _Color);
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c_3 = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_Detail, IN_1.uv_Detail);
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vec3 tmpvar_7;
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tmpvar_7 = (c_3.xyz * (tmpvar_6.xyz * 2.0));
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c_3.xyz = tmpvar_7.xyz.xyz;
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vec3 tmpvar_8;
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tmpvar_8 = c_3.xyz;
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o_2.Albedo = tmpvar_8;
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float tmpvar_9;
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tmpvar_9 = c_3.w;
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o_2.Alpha = tmpvar_9;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_10
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)
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{
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vec4 tmpvar_11;
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tmpvar_11 = texture2D (_LightTexture0, ((LightCoord_10.xy / LightCoord_10.w) + 0.5));
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return tmpvar_11.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_12
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)
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{
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float tmpvar_13;
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tmpvar_13 = dot (LightCoord_12, LightCoord_12);
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vec2 tmpvar_14;
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tmpvar_14 = vec2(tmpvar_13);
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vec2 tmpvar_15;
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tmpvar_15 = tmpvar_14.xy;
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vec4 tmpvar_16;
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tmpvar_16 = texture2D (_LightTextureB0, tmpvar_15);
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return tmpvar_16.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_17,
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in vec3 lightDir_18,
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in float atten_19
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)
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{
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vec4 c_20;
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float diff_21;
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float tmpvar_22;
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tmpvar_22 = dot (s_17.Normal, lightDir_18);
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float tmpvar_23;
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tmpvar_23 = max (0.0, tmpvar_22);
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float tmpvar_24;
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tmpvar_24 = tmpvar_23;
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diff_21 = tmpvar_24;
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vec3 tmpvar_25;
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tmpvar_25 = ((s_17.Albedo * _LightColor0.xyz) * ((diff_21 * atten_19) * 2.0));
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c_20.xyz = tmpvar_25.xyz.xyz;
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float tmpvar_26;
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tmpvar_26 = s_17.Alpha;
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c_20.w = vec4(tmpvar_26).w;
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return c_20;
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}
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vec4 frag_surf (
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in v2f_surf IN_27
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)
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{
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vec4 c_28;
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vec3 lightDir_29;
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SurfaceOutput o_30;
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Input surfIN_31;
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vec2 tmpvar_32;
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tmpvar_32 = IN_27.hip_pack0.xy;
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surfIN_31.uv_MainTex = tmpvar_32;
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vec2 tmpvar_33;
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tmpvar_33 = IN_27.hip_pack0.zw;
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surfIN_31.uv_Detail = tmpvar_33;
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vec3 tmpvar_34;
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tmpvar_34 = vec3(0.0, 0.0, 0.0);
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o_30.Albedo = tmpvar_34;
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vec3 tmpvar_35;
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tmpvar_35 = vec3(0.0, 0.0, 0.0);
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o_30.Emission = tmpvar_35;
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float tmpvar_36;
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tmpvar_36 = 0.0;
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o_30.Specular = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = 0.0;
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o_30.Alpha = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = 0.0;
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o_30.Gloss = tmpvar_38;
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vec3 tmpvar_39;
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tmpvar_39 = IN_27.normal;
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o_30.Normal = tmpvar_39;
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surf (surfIN_31, o_30);
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vec3 tmpvar_40;
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tmpvar_40 = IN_27.lightDir;
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lightDir_29 = tmpvar_40;
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vec3 tmpvar_41;
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tmpvar_41 = normalize (lightDir_29);
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vec3 tmpvar_42;
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tmpvar_42 = tmpvar_41;
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lightDir_29 = tmpvar_42;
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float tmpvar_43;
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tmpvar_43 = UnitySpotCookie (IN_27._LightCoord);
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float tmpvar_44;
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tmpvar_44 = UnitySpotAttenuate (IN_27._LightCoord.xyz);
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vec4 tmpvar_45;
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tmpvar_45 = LightingLambert (o_30, lightDir_29, ((float((IN_27._LightCoord.z > 0.0)) * tmpvar_43) * tmpvar_44));
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vec4 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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c_28 = tmpvar_46;
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float tmpvar_47;
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tmpvar_47 = 0.0;
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c_28.w = vec4(tmpvar_47).w;
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return c_28;
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}
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void main ()
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{
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v2f_surf xlt_IN_48;
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vec4 xl_retval_49;
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vec4 tmpvar_50;
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tmpvar_50 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_48.pos = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = xlv_FOG.x;
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xlt_IN_48.fog = tmpvar_51;
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vec4 tmpvar_52;
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tmpvar_52 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_53;
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tmpvar_53 = tmpvar_52;
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xlt_IN_48.hip_pack0 = tmpvar_53;
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vec3 tmpvar_54;
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tmpvar_54 = gl_TexCoord[1].xyz;
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vec3 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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xlt_IN_48.normal = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = gl_TexCoord[2].xyz;
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vec3 tmpvar_57;
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tmpvar_57 = tmpvar_56;
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xlt_IN_48.lightDir = tmpvar_57;
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vec4 tmpvar_58;
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tmpvar_58 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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xlt_IN_48._LightCoord = tmpvar_59;
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vec4 tmpvar_60;
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tmpvar_60 = frag_surf (xlt_IN_48);
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vec4 tmpvar_61;
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tmpvar_61 = tmpvar_60;
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xl_retval_49 = tmpvar_61;
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vec4 tmpvar_62;
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tmpvar_62 = xl_retval_49.xyzw;
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vec4 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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gl_FragData[0] = tmpvar_63;
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}
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