mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
230 lines
5.3 KiB
Text
230 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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};
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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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vec3 viewDir;
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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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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 _LightTextureB0;
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uniform samplerCube _LightTexture0;
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uniform vec4 _LightColor0;
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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 tex_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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tex_8 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = (tex_8.xyz * _Color.xyz);
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o_7.Albedo = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = tex_8.w;
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o_7.Gloss = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = (tex_8.w * _Color.w);
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o_7.Alpha = tmpvar_13;
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float tmpvar_14;
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tmpvar_14 = _Shininess;
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o_7.Specular = tmpvar_14;
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vec4 tmpvar_15;
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tmpvar_15 = texture2D (_BumpMap, IN_6.uv_BumpMap);
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vec4 tmpvar_16;
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tmpvar_16 = UnpackNormal (tmpvar_15);
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vec3 tmpvar_17;
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tmpvar_17 = tmpvar_16.xyz;
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17;
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o_7.Normal = tmpvar_18;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput s_19,
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in vec3 lightDir_20,
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in vec3 viewDir_21,
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in float atten_22
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)
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{
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vec4 c_23;
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float spec_24;
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float nh_25;
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float diff_26;
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vec3 h_27;
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vec3 tmpvar_28;
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tmpvar_28 = normalize ((lightDir_20 + viewDir_21));
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vec3 tmpvar_29;
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tmpvar_29 = tmpvar_28;
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h_27 = tmpvar_29;
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float tmpvar_30;
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tmpvar_30 = dot (s_19.Normal, lightDir_20);
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float tmpvar_31;
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tmpvar_31 = max (0.0, tmpvar_30);
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float tmpvar_32;
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tmpvar_32 = tmpvar_31;
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diff_26 = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = dot (s_19.Normal, h_27);
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float tmpvar_34;
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tmpvar_34 = max (0.0, tmpvar_33);
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float tmpvar_35;
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tmpvar_35 = tmpvar_34;
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nh_25 = tmpvar_35;
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float tmpvar_36;
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tmpvar_36 = pow (nh_25, (s_19.Specular * 128.0));
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float tmpvar_37;
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tmpvar_37 = (tmpvar_36 * s_19.Gloss);
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spec_24 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = ((((s_19.Albedo * _LightColor0.xyz) * diff_26) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_24)) * (atten_22 * 2.0));
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c_23.xyz = tmpvar_38.xyz.xyz;
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float tmpvar_39;
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tmpvar_39 = (s_19.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_24) * atten_22));
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c_23.w = vec4(tmpvar_39).w;
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return c_23;
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}
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vec4 frag_surf (
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in v2f_surf IN_40
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)
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{
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vec4 c_41;
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vec3 lightDir_42;
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SurfaceOutput o_43;
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Input surfIN_44;
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vec2 tmpvar_45;
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tmpvar_45 = IN_40.hip_pack0.xy;
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surfIN_44.uv_MainTex = tmpvar_45;
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vec2 tmpvar_46;
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tmpvar_46 = IN_40.hip_pack0.zw;
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surfIN_44.uv_BumpMap = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = vec3(0.0, 0.0, 0.0);
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o_43.Albedo = tmpvar_47;
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vec3 tmpvar_48;
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tmpvar_48 = vec3(0.0, 0.0, 0.0);
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o_43.Emission = tmpvar_48;
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float tmpvar_49;
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tmpvar_49 = 0.0;
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o_43.Specular = tmpvar_49;
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float tmpvar_50;
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tmpvar_50 = 0.0;
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o_43.Alpha = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = 0.0;
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o_43.Gloss = tmpvar_51;
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surf (surfIN_44, o_43);
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vec3 tmpvar_52;
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tmpvar_52 = IN_40.lightDir;
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lightDir_42 = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = normalize (lightDir_42);
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vec3 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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lightDir_42 = tmpvar_54;
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vec3 tmpvar_55;
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tmpvar_55 = IN_40.viewDir.xyz;
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vec3 tmpvar_56;
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tmpvar_56 = normalize (tmpvar_55);
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float tmpvar_57;
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tmpvar_57 = dot (IN_40._LightCoord, IN_40._LightCoord);
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vec2 tmpvar_58;
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tmpvar_58 = vec2(tmpvar_57);
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vec2 tmpvar_59;
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tmpvar_59 = tmpvar_58.xy;
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vec4 tmpvar_60;
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tmpvar_60 = texture2D (_LightTextureB0, tmpvar_59);
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vec4 tmpvar_61;
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tmpvar_61 = textureCube (_LightTexture0, IN_40._LightCoord);
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vec4 tmpvar_62;
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tmpvar_62 = LightingBlinnPhong (o_43, lightDir_42, tmpvar_56, (tmpvar_60.w * tmpvar_61.w));
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vec4 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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c_41 = tmpvar_63;
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float tmpvar_64;
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tmpvar_64 = o_43.Alpha;
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c_41.w = vec4(tmpvar_64).w;
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return c_41;
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}
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void main ()
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{
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v2f_surf xlt_IN_65;
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vec4 xl_retval_66;
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vec4 tmpvar_67;
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tmpvar_67 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_65.pos = tmpvar_67;
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float tmpvar_68;
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tmpvar_68 = xlv_FOG.x;
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xlt_IN_65.fog = tmpvar_68;
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vec4 tmpvar_69;
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tmpvar_69 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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xlt_IN_65.hip_pack0 = tmpvar_70;
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vec3 tmpvar_71;
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tmpvar_71 = gl_TexCoord[1].xyz;
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vec3 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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xlt_IN_65.lightDir = tmpvar_72;
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vec3 tmpvar_73;
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tmpvar_73 = gl_TexCoord[2].xyz;
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vec3 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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xlt_IN_65.viewDir = tmpvar_74;
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vec3 tmpvar_75;
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tmpvar_75 = gl_TexCoord[3].xyz;
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vec3 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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xlt_IN_65._LightCoord = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = frag_surf (xlt_IN_65);
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vec4 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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xl_retval_66 = tmpvar_78;
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vec4 tmpvar_79;
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tmpvar_79 = xl_retval_66.xyzw;
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vec4 tmpvar_80;
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tmpvar_80 = tmpvar_79;
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gl_FragData[0] = tmpvar_80;
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}
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