2012-10-07 23:41:18 -04:00
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uniform sampler2D _MainTex;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _MainTex_TexelSize;
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varying vec2 xlv_TEXCOORD0;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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vec2 mx_2;
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vec2 uvCorner_3;
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uvCorner_3 = xlv_TEXCOORD0;
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mx_2 = texture2D (_MainTex, xlv_TEXCOORD0).xy;
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2014-02-11 02:06:13 -05:00
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for (int j_1 = 0; j_1 < 8; j_1++) {
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for (int l_4 = 0; l_4 < 8; l_4++) {
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vec2 tmpvar_5;
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tmpvar_5.x = float(l_4);
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tmpvar_5.y = float(j_1);
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_5 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_6.xy, vec2(float((
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dot (tmpvar_6.xy, tmpvar_6.xy)
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>=
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dot (mx_2, mx_2)
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))));
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};
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2012-10-07 23:41:18 -04:00
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};
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2014-02-11 02:06:13 -05:00
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vec4 tmpvar_7;
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tmpvar_7.zw = vec2(0.0, 0.0);
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tmpvar_7.xy = mx_2;
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gl_FragData[0] = tmpvar_7;
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2012-10-07 23:41:18 -04:00
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 16 alu 2 tex 4 flow
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