mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
320 lines
6.1 KiB
Text
320 lines
6.1 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_BumpMap;
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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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vec2 hip_pack0;
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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 float _RimPower;
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uniform vec4 _RimColor;
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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 _BumpMap;
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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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vec4 UnpackNormal (
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in vec4 packednormal
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)
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{
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vec4 normal;
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vec2 tmpvar_1;
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tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
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normal.xy = tmpvar_1.xy.xy;
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float tmpvar_2;
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tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
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float tmpvar_3;
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tmpvar_3 = tmpvar_2;
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normal.z = vec3(tmpvar_3).z;
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return normal;
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}
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void surf (
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in Input IN,
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inout SurfaceOutput o
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)
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{
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float rim;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, IN.uv_BumpMap);
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vec3 tmpvar_2;
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tmpvar_2 = tmpvar_1.xyz;
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o.Albedo = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_BumpMap, IN.uv_BumpMap);
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vec4 tmpvar_4;
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tmpvar_4 = UnpackNormal (tmpvar_3);
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_4.xyz;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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o.Normal = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = normalize (IN.viewDir);
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float tmpvar_8;
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tmpvar_8 = dot (tmpvar_7, o.Normal);
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float tmpvar_9;
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tmpvar_9 = xll_saturate (tmpvar_8);
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float tmpvar_10;
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tmpvar_10 = (1.0 - tmpvar_9);
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rim = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = pow (rim, _RimPower);
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vec3 tmpvar_12;
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tmpvar_12 = (_RimColor.xyz * tmpvar_11);
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o.Emission = tmpvar_12;
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}
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float UnitySpotCookie (
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in vec4 LightCoord
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5));
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return tmpvar_1.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord
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)
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{
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float tmpvar_1;
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tmpvar_1 = dot (LightCoord, LightCoord);
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vec2 tmpvar_2;
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tmpvar_2 = vec2(tmpvar_1);
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vec2 tmpvar_3;
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tmpvar_3 = tmpvar_2.xy;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_LightTextureB0, tmpvar_3);
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return tmpvar_4.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s,
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in vec3 lightDir,
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in float atten
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)
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{
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vec4 c;
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float diff;
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float tmpvar_1;
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tmpvar_1 = dot (s.Normal, lightDir);
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float tmpvar_2;
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tmpvar_2 = max (0.0, tmpvar_1);
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float tmpvar_3;
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tmpvar_3 = tmpvar_2;
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diff = tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_4 = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
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c.xyz = tmpvar_4.xyz.xyz;
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float tmpvar_5;
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tmpvar_5 = s.Alpha;
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c.w = vec4(tmpvar_5).w;
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return c;
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}
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vec4 frag_surf (
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in v2f_surf IN
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)
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{
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vec4 c;
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vec3 lightDir;
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SurfaceOutput o;
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Input surfIN;
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vec2 tmpvar_1;
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tmpvar_1 = IN.hip_pack0.xy;
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surfIN.uv_BumpMap = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = vec3(0.0, 0.0, 0.0);
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o.Albedo = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = vec3(0.0, 0.0, 0.0);
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o.Emission = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = 0.0;
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o.Specular = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 0.0;
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o.Alpha = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = 0.0;
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o.Gloss = tmpvar_6;
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surf (surfIN, o);
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vec3 tmpvar_7;
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tmpvar_7 = IN.lightDir;
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lightDir = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = normalize (lightDir);
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vec3 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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lightDir = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = UnitySpotCookie (IN._LightCoord);
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float tmpvar_11;
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tmpvar_11 = UnitySpotAttenuate (IN._LightCoord.xyz);
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vec4 tmpvar_12;
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tmpvar_12 = LightingLambert (o, lightDir, ((float((IN._LightCoord.z > 0.0)) * tmpvar_10) * tmpvar_11));
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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c = tmpvar_13;
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float tmpvar_14;
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tmpvar_14 = 0.0;
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c.w = vec4(tmpvar_14).w;
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return c;
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}
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void main ()
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{
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v2f_surf xlt_IN;
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vec4 xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN.pos = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = xlv_FOG.x;
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xlt_IN.fog = tmpvar_2;
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vec2 tmpvar_3;
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tmpvar_3 = gl_TexCoord[0].xy;
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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xlt_IN.hip_pack0 = tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = gl_TexCoord[1].xyz;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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xlt_IN.lightDir = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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xlt_IN._LightCoord = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = frag_surf (xlt_IN);
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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xl_retval = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11 = xl_retval.xyzw;
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vec4 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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gl_FragData[0] = tmpvar_12;
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}
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