mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
311 lines
6.4 KiB
Text
311 lines
6.4 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_Illum;
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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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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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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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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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void surf (
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in Input IN_33,
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inout SurfaceOutput o_34
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)
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{
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vec4 c_35;
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vec4 tex_36;
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vec4 tmpvar_37;
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tmpvar_37 = texture2D (_MainTex, IN_33.uv_MainTex);
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vec4 tmpvar_38;
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tmpvar_38 = tmpvar_37;
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tex_36 = tmpvar_38;
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vec4 tmpvar_39;
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tmpvar_39 = (tex_36 * _Color);
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c_35 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = c_35.xyz;
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o_34.Albedo = tmpvar_40;
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vec4 tmpvar_41;
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tmpvar_41 = texture2D (_Illum, IN_33.uv_Illum);
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vec3 tmpvar_42;
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tmpvar_42 = (c_35.xyz * tmpvar_41.w);
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o_34.Emission = tmpvar_42;
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float tmpvar_43;
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tmpvar_43 = tex_36.w;
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o_34.Gloss = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = c_35.w;
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o_34.Alpha = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = _Shininess;
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o_34.Specular = tmpvar_45;
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}
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vec4 LightingBlinnPhong_PrePass (
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in SurfaceOutput s_46,
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in vec4 light_47
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)
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{
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vec4 c_48;
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float spec_49;
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float tmpvar_50;
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tmpvar_50 = (light_47.w * s_46.Gloss);
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spec_49 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = ((s_46.Albedo * light_47.xyz) + ((light_47.xyz * _SpecColor.xyz) * spec_49));
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c_48.xyz = tmpvar_51.xyz.xyz;
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float tmpvar_52;
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tmpvar_52 = (s_46.Alpha + (spec_49 * _SpecColor.w));
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c_48.w = vec4(tmpvar_52).w;
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return c_48;
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}
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vec3 DecodeLightmap (
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in vec4 color_53
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)
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{
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return (2.0 * color_53.xyz);
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}
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vec4 frag_surf (
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in v2f_surf IN_54
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)
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{
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vec4 col_55;
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vec3 lm_56;
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vec3 lmIndirect_57;
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vec3 lmFull_58;
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vec4 light_59;
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SurfaceOutput o_60;
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Input surfIN_61;
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vec2 tmpvar_62;
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tmpvar_62 = IN_54.hip_pack0.xy;
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surfIN_61.uv_MainTex = tmpvar_62;
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vec2 tmpvar_63;
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tmpvar_63 = IN_54.hip_pack0.zw;
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surfIN_61.uv_Illum = tmpvar_63;
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vec3 tmpvar_64;
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tmpvar_64 = vec3(0.0, 0.0, 0.0);
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o_60.Albedo = tmpvar_64;
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vec3 tmpvar_65;
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tmpvar_65 = vec3(0.0, 0.0, 0.0);
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o_60.Emission = tmpvar_65;
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float tmpvar_66;
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tmpvar_66 = 0.0;
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o_60.Specular = tmpvar_66;
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float tmpvar_67;
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tmpvar_67 = 0.0;
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o_60.Alpha = tmpvar_67;
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float tmpvar_68;
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tmpvar_68 = 0.0;
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o_60.Gloss = tmpvar_68;
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surf (surfIN_61, o_60);
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vec4 tmpvar_69;
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tmpvar_69 = texture2DProj (_LightBuffer, IN_54.hip_screen);
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vec4 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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light_59 = tmpvar_70;
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vec4 tmpvar_71;
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tmpvar_71 = log2 (light_59);
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vec4 tmpvar_72;
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tmpvar_72 = -(tmpvar_71);
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light_59 = tmpvar_72;
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vec4 tmpvar_73;
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tmpvar_73 = texture2D (unity_Lightmap, IN_54.hip_lmapFade.xy);
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vec3 tmpvar_74;
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tmpvar_74 = DecodeLightmap (tmpvar_73);
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vec3 tmpvar_75;
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tmpvar_75 = tmpvar_74;
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lmFull_58 = tmpvar_75;
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vec4 tmpvar_76;
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tmpvar_76 = texture2D (unity_LightmapInd, IN_54.hip_lmapFade.xy);
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vec3 tmpvar_77;
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tmpvar_77 = DecodeLightmap (tmpvar_76);
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vec3 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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lmIndirect_57 = tmpvar_78;
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float tmpvar_79;
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tmpvar_79 = xll_saturate (IN_54.hip_lmapFade.z);
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vec3 tmpvar_80;
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tmpvar_80 = vec3(tmpvar_79);
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vec3 tmpvar_81;
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tmpvar_81 = mix (lmIndirect_57, lmFull_58, tmpvar_80);
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vec3 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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lm_56 = tmpvar_82;
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vec3 tmpvar_83;
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tmpvar_83 = (light_59.xyz + lm_56);
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light_59.xyz = tmpvar_83.xyz.xyz;
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vec4 tmpvar_84;
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tmpvar_84 = LightingBlinnPhong_PrePass (o_60, light_59);
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84;
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col_55 = tmpvar_85;
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vec3 tmpvar_86;
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tmpvar_86 = (col_55.xyz + o_60.Emission);
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col_55.xyz = tmpvar_86.xyz.xyz;
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return col_55;
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}
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void main ()
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{
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v2f_surf xlt_IN_87;
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vec4 xl_retval_88;
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vec4 tmpvar_89;
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tmpvar_89 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_87.pos = tmpvar_89;
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float tmpvar_90;
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tmpvar_90 = xlv_FOG.x;
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xlt_IN_87.fog = tmpvar_90;
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vec4 tmpvar_91;
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tmpvar_91 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_92;
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tmpvar_92 = tmpvar_91;
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xlt_IN_87.hip_pack0 = tmpvar_92;
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vec4 tmpvar_93;
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tmpvar_93 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_94;
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tmpvar_94 = tmpvar_93;
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xlt_IN_87.hip_screen = tmpvar_94;
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vec3 tmpvar_95;
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tmpvar_95 = gl_TexCoord[2].xyz;
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vec3 tmpvar_96;
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tmpvar_96 = tmpvar_95;
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xlt_IN_87.hip_lmapFade = tmpvar_96;
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vec4 tmpvar_97;
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tmpvar_97 = frag_surf (xlt_IN_87);
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vec4 tmpvar_98;
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tmpvar_98 = tmpvar_97;
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xl_retval_88 = tmpvar_98;
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vec4 tmpvar_99;
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tmpvar_99 = xl_retval_88.xyzw;
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vec4 tmpvar_100;
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tmpvar_100 = tmpvar_99;
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gl_FragData[0] = tmpvar_100;
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}
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