310 lines
8.0 KiB
HLSL
310 lines
8.0 KiB
HLSL
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_7 : register(b0, space0) {
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uint4 x_7[1];
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};
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static int map[256] = (int[256])0;
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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static float2x4 x_60 = float2x4(float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f));
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void main_1() {
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float2 pos = float2(0.0f, 0.0f);
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int2 ipos = int2(0, 0);
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int i = 0;
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int2 p = int2(0, 0);
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bool canwalk = false;
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int v = 0;
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int directions = 0;
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int j = 0;
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int d = 0;
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const float4 x_63 = gl_FragCoord;
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const float2 x_67 = asfloat(x_7[0].xy);
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const int x_68 = -((256 - 14));
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pos = (float2(x_63.x, x_63.y) / x_67);
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const float x_71 = pos.x;
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const float x_75 = pos.y;
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ipos = int2(int((x_71 * 16.0f)), int((x_75 * 16.0f)));
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i = 0;
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{
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for(; (i < 256); i = (i + 1)) {
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map[i] = 0;
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}
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}
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p = int2(0, 0);
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canwalk = true;
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v = 0;
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while (true) {
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bool x_110 = false;
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bool x_130 = false;
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bool x_150 = false;
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bool x_171 = false;
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bool x_111_phi = false;
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bool x_131_phi = false;
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bool x_151_phi = false;
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bool x_172_phi = false;
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v = (v + 1);
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directions = 0;
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const int x_97 = p.x;
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const bool x_98 = (x_97 > 0);
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x_111_phi = x_98;
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if (x_98) {
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const int x_102 = p.x;
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const int x_105 = p.y;
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const int x_109 = map[((x_102 - 2) + (x_105 * 16))];
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x_110 = (x_109 == 0);
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x_111_phi = x_110;
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}
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if (x_111_phi) {
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directions = (directions + 1);
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}
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const int x_117 = p.y;
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const bool x_118 = (x_117 > 0);
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x_131_phi = x_118;
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if (x_118) {
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const int x_122 = p.x;
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const int x_124 = p.y;
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const int x_129 = map[(x_122 + ((x_124 - 2) * 16))];
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x_130 = (x_129 == 0);
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x_131_phi = x_130;
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}
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if (x_131_phi) {
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directions = (directions + 1);
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}
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const int x_137 = p.x;
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const bool x_138 = (x_137 < 14);
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x_151_phi = x_138;
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if (x_138) {
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const int x_142 = p.x;
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const int x_145 = p.y;
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const int x_149 = map[((x_142 + 2) + (x_145 * 16))];
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x_150 = (x_149 == 0);
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x_151_phi = x_150;
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}
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if (x_151_phi) {
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directions = (directions + 1);
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}
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const int x_156 = (256 - x_68);
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const int x_158 = p.y;
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const bool x_159 = (x_158 < 14);
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x_172_phi = x_159;
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if (x_159) {
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const int x_163 = p.x;
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const int x_165 = p.y;
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const int x_170 = map[(x_163 + ((x_165 + 2) * 16))];
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x_171 = (x_170 == 0);
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x_172_phi = x_171;
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}
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if (x_172_phi) {
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directions = (directions + 1);
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}
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bool x_237 = false;
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bool x_250 = false;
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bool x_289 = false;
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bool x_302 = false;
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bool x_341 = false;
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bool x_354 = false;
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bool x_393 = false;
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bool x_406 = false;
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bool x_238_phi = false;
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bool x_251_phi = false;
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bool x_290_phi = false;
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bool x_303_phi = false;
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bool x_342_phi = false;
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bool x_355_phi = false;
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bool x_394_phi = false;
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bool x_407_phi = false;
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if ((directions == 0)) {
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canwalk = false;
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i = 0;
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while (true) {
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const int x_186 = i;
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if ((x_186 < 8)) {
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} else {
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break;
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}
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j = 0;
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const int x_189 = (x_156 - x_186);
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x_60 = float2x4(float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f));
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if (false) {
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{
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i = (i + 1);
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}
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continue;
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}
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{
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for(; (j < 8); j = (j + 1)) {
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const int x_204 = map[((j * 2) + ((i * 2) * 16))];
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if ((x_204 == 0)) {
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p.x = (j * 2);
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p.y = (i * 2);
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canwalk = true;
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}
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}
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}
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{
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i = (i + 1);
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}
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}
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const int x_219 = p.x;
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const int x_221 = p.y;
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map[(x_219 + (x_221 * 16))] = 1;
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} else {
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d = (v % directions);
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v = (v + directions);
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const bool x_232 = (d >= 0);
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x_238_phi = x_232;
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if (x_232) {
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const int x_236 = p.x;
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x_237 = (x_236 > 0);
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x_238_phi = x_237;
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}
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const bool x_238 = x_238_phi;
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x_251_phi = x_238;
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if (x_238) {
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const int x_242 = p.x;
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const int x_245 = p.y;
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const int x_249 = map[((x_242 - 2) + (x_245 * 16))];
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x_250 = (x_249 == 0);
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x_251_phi = x_250;
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}
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if (x_251_phi) {
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d = (d - 1);
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const int x_257 = p.x;
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const int x_259 = p.y;
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map[(x_257 + (x_259 * 16))] = 1;
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const int x_264 = p.x;
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const int x_267 = p.y;
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map[((x_264 - 1) + (x_267 * 16))] = 1;
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const int x_272 = p.x;
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const int x_275 = p.y;
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map[((x_272 - 2) + (x_275 * 16))] = 1;
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const int x_280 = p.x;
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p.x = (x_280 - 2);
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}
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const bool x_284 = (d >= 0);
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x_290_phi = x_284;
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if (x_284) {
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const int x_288 = p.y;
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x_289 = (x_288 > 0);
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x_290_phi = x_289;
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}
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const bool x_290 = x_290_phi;
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x_303_phi = x_290;
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if (x_290) {
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const int x_294 = p.x;
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const int x_296 = p.y;
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const int x_301 = map[(x_294 + ((x_296 - 2) * 16))];
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x_302 = (x_301 == 0);
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x_303_phi = x_302;
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}
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if (x_303_phi) {
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d = (d - 1);
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const int x_309 = p.x;
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const int x_311 = p.y;
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map[(x_309 + (x_311 * 16))] = 1;
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const int x_316 = p.x;
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const int x_318 = p.y;
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map[(x_316 + ((x_318 - 1) * 16))] = 1;
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const int x_324 = p.x;
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const int x_326 = p.y;
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map[(x_324 + ((x_326 - 2) * 16))] = 1;
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const int x_332 = p.y;
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p.y = (x_332 - 2);
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}
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const bool x_336 = (d >= 0);
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x_342_phi = x_336;
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if (x_336) {
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const int x_340 = p.x;
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x_341 = (x_340 < 14);
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x_342_phi = x_341;
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}
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const bool x_342 = x_342_phi;
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x_355_phi = x_342;
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if (x_342) {
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const int x_346 = p.x;
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const int x_349 = p.y;
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const int x_353 = map[((x_346 + 2) + (x_349 * 16))];
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x_354 = (x_353 == 0);
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x_355_phi = x_354;
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}
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if (x_355_phi) {
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d = (d - 1);
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const int x_361 = p.x;
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const int x_363 = p.y;
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map[(x_361 + (x_363 * 16))] = 1;
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const int x_368 = p.x;
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const int x_371 = p.y;
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map[((x_368 + 1) + (x_371 * 16))] = 1;
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const int x_376 = p.x;
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const int x_379 = p.y;
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map[((x_376 + 2) + (x_379 * 16))] = 1;
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const int x_384 = p.x;
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p.x = (x_384 + 2);
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}
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const bool x_388 = (d >= 0);
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x_394_phi = x_388;
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if (x_388) {
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const int x_392 = p.y;
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x_393 = (x_392 < 14);
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x_394_phi = x_393;
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}
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const bool x_394 = x_394_phi;
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x_407_phi = x_394;
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if (x_394) {
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const int x_398 = p.x;
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const int x_400 = p.y;
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const int x_405 = map[(x_398 + ((x_400 + 2) * 16))];
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x_406 = (x_405 == 0);
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x_407_phi = x_406;
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}
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if (x_407_phi) {
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d = (d - 1);
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const int x_413 = p.x;
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const int x_415 = p.y;
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map[(x_413 + (x_415 * 16))] = 1;
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const int x_420 = p.x;
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const int x_422 = p.y;
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map[(x_420 + ((x_422 + 1) * 16))] = 1;
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const int x_428 = p.x;
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const int x_430 = p.y;
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map[(x_428 + ((x_430 + 2) * 16))] = 1;
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const int x_436 = p.y;
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p.y = (x_436 + 2);
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}
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}
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const int x_440 = ipos.y;
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const int x_443 = ipos.x;
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const int x_446 = map[((x_440 * 16) + x_443)];
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if ((x_446 == 1)) {
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x_GLF_color = float4(1.0f, 1.0f, 1.0f, 1.0f);
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return;
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}
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{
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if (canwalk) {
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} else {
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break;
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}
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}
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}
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x_GLF_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_3 = {x_GLF_color};
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const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_5;
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}
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