329 lines
9.5 KiB
GLSL
329 lines
9.5 KiB
GLSL
#version 450
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struct _28
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{
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vec4 _m0;
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};
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layout(binding = 0, std140) uniform _6_7
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{
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vec4 _m0;
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float _m1;
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vec4 _m2;
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} _7;
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layout(binding = 2, std140) uniform _10_11
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{
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vec3 _m0;
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vec3 _m1;
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float _m2;
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vec3 _m3;
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float _m4;
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vec3 _m5;
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float _m6;
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vec3 _m7;
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float _m8;
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vec3 _m9;
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float _m10;
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vec3 _m11;
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float _m12;
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vec2 _m13;
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vec2 _m14;
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vec3 _m15;
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float _m16;
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float _m17;
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float _m18;
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float _m19;
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float _m20;
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vec4 _m21;
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vec4 _m22;
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layout(row_major) mat4 _m23;
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vec4 _m24;
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} _11;
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layout(binding = 1, std140) uniform _18_19
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{
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layout(row_major) mat4 _m0;
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layout(row_major) mat4 _m1;
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layout(row_major) mat4 _m2;
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layout(row_major) mat4 _m3;
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vec4 _m4;
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vec4 _m5;
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float _m6;
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float _m7;
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float _m8;
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float _m9;
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vec3 _m10;
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float _m11;
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vec3 _m12;
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float _m13;
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vec3 _m14;
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float _m15;
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vec3 _m16;
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float _m17;
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float _m18;
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float _m19;
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vec2 _m20;
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vec2 _m21;
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vec2 _m22;
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vec4 _m23;
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vec2 _m24;
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vec2 _m25;
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vec2 _m26;
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vec3 _m27;
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float _m28;
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float _m29;
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float _m30;
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float _m31;
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float _m32;
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vec2 _m33;
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float _m34;
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float _m35;
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vec3 _m36;
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layout(row_major) mat4 _m37[2];
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vec4 _m38[2];
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} _19;
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uniform sampler2D SPIRV_Cross_Combined;
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uniform sampler2D SPIRV_Cross_Combined_1;
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uniform sampler2D SPIRV_Cross_Combined_2;
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layout(location = 0) out vec4 _5;
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_28 _74;
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void main()
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{
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_28 _77 = _74;
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_77._m0 = vec4(0.0);
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vec2 _82 = gl_FragCoord.xy * _19._m23.xy;
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vec4 _88 = _7._m2 * _7._m0.xyxy;
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vec2 _97 = clamp(_82 + (vec3(0.0, -2.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _109 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _97, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _113 = textureLod(SPIRV_Cross_Combined_1, _97, 0.0);
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vec3 _129;
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if (_113.y > 0.0)
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{
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_129 = _109 + (textureLod(SPIRV_Cross_Combined_2, _97, 0.0).xyz * clamp(_113.y * _113.z, 0.0, 1.0));
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}
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else
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{
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_129 = _109;
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}
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vec3 _130 = _129 * 0.5;
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vec3 _133 = vec4(0.0).xyz + _130;
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vec4 _134 = vec4(_133.x, _133.y, _133.z, vec4(0.0).w);
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_28 _135 = _77;
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_135._m0 = _134;
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vec2 _144 = clamp(_82 + (vec3(-1.0, -1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _156 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _144, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _160 = textureLod(SPIRV_Cross_Combined_1, _144, 0.0);
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vec3 _176;
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if (_160.y > 0.0)
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{
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_176 = _156 + (textureLod(SPIRV_Cross_Combined_2, _144, 0.0).xyz * clamp(_160.y * _160.z, 0.0, 1.0));
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}
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else
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{
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_176 = _156;
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}
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vec3 _177 = _176 * 0.5;
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vec3 _180 = _134.xyz + _177;
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vec4 _181 = vec4(_180.x, _180.y, _180.z, _134.w);
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_28 _182 = _135;
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_182._m0 = _181;
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vec2 _191 = clamp(_82 + (vec3(0.0, -1.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _203 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _191, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _207 = textureLod(SPIRV_Cross_Combined_1, _191, 0.0);
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vec3 _223;
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if (_207.y > 0.0)
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{
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_223 = _203 + (textureLod(SPIRV_Cross_Combined_2, _191, 0.0).xyz * clamp(_207.y * _207.z, 0.0, 1.0));
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}
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else
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{
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_223 = _203;
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}
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vec3 _224 = _223 * 0.75;
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vec3 _227 = _181.xyz + _224;
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vec4 _228 = vec4(_227.x, _227.y, _227.z, _181.w);
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_28 _229 = _182;
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_229._m0 = _228;
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vec2 _238 = clamp(_82 + (vec3(1.0, -1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _250 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _238, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _254 = textureLod(SPIRV_Cross_Combined_1, _238, 0.0);
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vec3 _270;
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if (_254.y > 0.0)
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{
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_270 = _250 + (textureLod(SPIRV_Cross_Combined_2, _238, 0.0).xyz * clamp(_254.y * _254.z, 0.0, 1.0));
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}
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else
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{
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_270 = _250;
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}
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vec3 _271 = _270 * 0.5;
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vec3 _274 = _228.xyz + _271;
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vec4 _275 = vec4(_274.x, _274.y, _274.z, _228.w);
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_28 _276 = _229;
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_276._m0 = _275;
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vec2 _285 = clamp(_82 + (vec3(-2.0, 0.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _297 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _285, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _301 = textureLod(SPIRV_Cross_Combined_1, _285, 0.0);
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vec3 _317;
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if (_301.y > 0.0)
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{
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_317 = _297 + (textureLod(SPIRV_Cross_Combined_2, _285, 0.0).xyz * clamp(_301.y * _301.z, 0.0, 1.0));
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}
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else
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{
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_317 = _297;
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}
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vec3 _318 = _317 * 0.5;
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vec3 _321 = _275.xyz + _318;
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vec4 _322 = vec4(_321.x, _321.y, _321.z, _275.w);
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_28 _323 = _276;
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_323._m0 = _322;
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vec2 _332 = clamp(_82 + (vec3(-1.0, 0.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _344 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _332, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _348 = textureLod(SPIRV_Cross_Combined_1, _332, 0.0);
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vec3 _364;
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if (_348.y > 0.0)
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{
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_364 = _344 + (textureLod(SPIRV_Cross_Combined_2, _332, 0.0).xyz * clamp(_348.y * _348.z, 0.0, 1.0));
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}
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else
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{
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_364 = _344;
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}
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vec3 _365 = _364 * 0.75;
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vec3 _368 = _322.xyz + _365;
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vec4 _369 = vec4(_368.x, _368.y, _368.z, _322.w);
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_28 _370 = _323;
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_370._m0 = _369;
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vec2 _379 = clamp(_82 + (vec3(0.0, 0.0, 1.0).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _391 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _379, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _395 = textureLod(SPIRV_Cross_Combined_1, _379, 0.0);
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vec3 _411;
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if (_395.y > 0.0)
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{
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_411 = _391 + (textureLod(SPIRV_Cross_Combined_2, _379, 0.0).xyz * clamp(_395.y * _395.z, 0.0, 1.0));
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}
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else
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{
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_411 = _391;
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}
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vec3 _412 = _411 * 1.0;
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vec3 _415 = _369.xyz + _412;
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vec4 _416 = vec4(_415.x, _415.y, _415.z, _369.w);
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_28 _417 = _370;
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_417._m0 = _416;
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vec2 _426 = clamp(_82 + (vec3(1.0, 0.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _438 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _426, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _442 = textureLod(SPIRV_Cross_Combined_1, _426, 0.0);
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vec3 _458;
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if (_442.y > 0.0)
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{
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_458 = _438 + (textureLod(SPIRV_Cross_Combined_2, _426, 0.0).xyz * clamp(_442.y * _442.z, 0.0, 1.0));
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}
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else
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{
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_458 = _438;
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}
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vec3 _459 = _458 * 0.75;
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vec3 _462 = _416.xyz + _459;
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vec4 _463 = vec4(_462.x, _462.y, _462.z, _416.w);
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_28 _464 = _417;
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_464._m0 = _463;
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vec2 _473 = clamp(_82 + (vec3(2.0, 0.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _485 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _473, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _489 = textureLod(SPIRV_Cross_Combined_1, _473, 0.0);
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vec3 _505;
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if (_489.y > 0.0)
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{
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_505 = _485 + (textureLod(SPIRV_Cross_Combined_2, _473, 0.0).xyz * clamp(_489.y * _489.z, 0.0, 1.0));
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}
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else
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{
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_505 = _485;
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}
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vec3 _506 = _505 * 0.5;
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vec3 _509 = _463.xyz + _506;
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vec4 _510 = vec4(_509.x, _509.y, _509.z, _463.w);
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_28 _511 = _464;
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_511._m0 = _510;
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vec2 _520 = clamp(_82 + (vec3(-1.0, 1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _532 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _520, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _536 = textureLod(SPIRV_Cross_Combined_1, _520, 0.0);
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vec3 _552;
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if (_536.y > 0.0)
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{
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_552 = _532 + (textureLod(SPIRV_Cross_Combined_2, _520, 0.0).xyz * clamp(_536.y * _536.z, 0.0, 1.0));
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}
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else
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{
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_552 = _532;
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}
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vec3 _553 = _552 * 0.5;
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vec3 _556 = _510.xyz + _553;
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vec4 _557 = vec4(_556.x, _556.y, _556.z, _510.w);
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_28 _558 = _511;
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_558._m0 = _557;
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vec2 _567 = clamp(_82 + (vec3(0.0, 1.0, 0.75).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _579 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _567, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _583 = textureLod(SPIRV_Cross_Combined_1, _567, 0.0);
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vec3 _599;
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if (_583.y > 0.0)
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{
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_599 = _579 + (textureLod(SPIRV_Cross_Combined_2, _567, 0.0).xyz * clamp(_583.y * _583.z, 0.0, 1.0));
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}
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else
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{
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_599 = _579;
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}
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vec3 _600 = _599 * 0.75;
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vec3 _603 = _557.xyz + _600;
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vec4 _604 = vec4(_603.x, _603.y, _603.z, _557.w);
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_28 _605 = _558;
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_605._m0 = _604;
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vec2 _614 = clamp(_82 + (vec3(1.0, 1.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _626 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _614, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _630 = textureLod(SPIRV_Cross_Combined_1, _614, 0.0);
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vec3 _646;
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if (_630.y > 0.0)
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{
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_646 = _626 + (textureLod(SPIRV_Cross_Combined_2, _614, 0.0).xyz * clamp(_630.y * _630.z, 0.0, 1.0));
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}
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else
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{
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_646 = _626;
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}
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vec3 _647 = _646 * 0.5;
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vec3 _650 = _604.xyz + _647;
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vec4 _651 = vec4(_650.x, _650.y, _650.z, _604.w);
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_28 _652 = _605;
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_652._m0 = _651;
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vec2 _661 = clamp(_82 + (vec3(0.0, 2.0, 0.5).xy * _7._m0.xy), _88.xy, _88.zw);
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vec3 _673 = _11._m5 * clamp(textureLod(SPIRV_Cross_Combined, _661, 0.0).w * _7._m1, 0.0, 1.0);
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vec4 _677 = textureLod(SPIRV_Cross_Combined_1, _661, 0.0);
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vec3 _693;
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if (_677.y > 0.0)
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{
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_693 = _673 + (textureLod(SPIRV_Cross_Combined_2, _661, 0.0).xyz * clamp(_677.y * _677.z, 0.0, 1.0));
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}
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else
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{
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_693 = _673;
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}
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vec3 _697 = _651.xyz + (_693 * 0.5);
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vec4 _698 = vec4(_697.x, _697.y, _697.z, _651.w);
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_28 _699 = _652;
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_699._m0 = _698;
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vec3 _702 = _698.xyz / vec3(((((((((((((0.0 + 0.5) + 0.5) + 0.75) + 0.5) + 0.5) + 0.75) + 1.0) + 0.75) + 0.5) + 0.5) + 0.75) + 0.5) + 0.5);
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_28 _704 = _699;
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_704._m0 = vec4(_702.x, _702.y, _702.z, _698.w);
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_28 _705 = _704;
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_705._m0.w = 1.0;
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_5 = _705._m0;
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}
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