301 lines
7.4 KiB
WebGPU Shading Language
301 lines
7.4 KiB
WebGPU Shading Language
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struct Mat4x4_ {
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mx: vec4<f32>;
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my: vec4<f32>;
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mz: vec4<f32>;
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mw: vec4<f32>;
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};
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struct Mat4x3_ {
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mx: vec4<f32>;
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my: vec4<f32>;
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mz: vec4<f32>;
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};
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struct Mat4x2_ {
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mx: vec4<f32>;
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my: vec4<f32>;
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};
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[[block]]
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struct ub_SceneParams {
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u_Projection: Mat4x4_;
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};
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[[block]]
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struct ub_MaterialParams {
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u_TexMtx: [[stride(32)]] array<Mat4x2_,1>;
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u_Misc0_: vec4<f32>;
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};
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[[block]]
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struct ub_PacketParams {
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u_PosMtx: [[stride(48)]] array<Mat4x3_,32>;
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};
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struct VertexOutput {
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[[location(0)]] v_Color: vec4<f32>;
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[[location(1)]] v_TexCoord: vec2<f32>;
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[[builtin(position)]] member: vec4<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> global: ub_SceneParams;
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[[group(0), binding(1)]]
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var<uniform> global1: ub_MaterialParams;
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[[group(0), binding(2)]]
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var<uniform> global2: ub_PacketParams;
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var<private> a_Position1: vec3<f32>;
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var<private> a_UV1: vec2<f32>;
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var<private> a_Color1: vec4<f32>;
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var<private> a_Normal1: vec3<f32>;
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var<private> a_PosMtxIdx1: f32;
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var<private> v_Color: vec4<f32>;
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var<private> v_TexCoord: vec2<f32>;
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var<private> gl_Position: vec4<f32>;
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fn Mat4x3GetCol0_(m: Mat4x3_) -> vec3<f32> {
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var m1: Mat4x3_;
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m1 = m;
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let _e2: Mat4x3_ = m1;
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let _e5: Mat4x3_ = m1;
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let _e8: Mat4x3_ = m1;
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return vec3<f32>(_e2.mx.x, _e5.my.x, _e8.mz.x);
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}
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fn Mat4x3GetCol1_(m2: Mat4x3_) -> vec3<f32> {
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var m3: Mat4x3_;
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m3 = m2;
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let _e2: Mat4x3_ = m3;
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let _e5: Mat4x3_ = m3;
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let _e8: Mat4x3_ = m3;
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return vec3<f32>(_e2.mx.y, _e5.my.y, _e8.mz.y);
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}
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fn Mat4x3GetCol2_(m4: Mat4x3_) -> vec3<f32> {
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var m5: Mat4x3_;
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m5 = m4;
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let _e2: Mat4x3_ = m5;
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let _e5: Mat4x3_ = m5;
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let _e8: Mat4x3_ = m5;
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return vec3<f32>(_e2.mx.z, _e5.my.z, _e8.mz.z);
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}
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fn Mat4x3GetCol3_(m6: Mat4x3_) -> vec3<f32> {
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var m7: Mat4x3_;
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m7 = m6;
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let _e2: Mat4x3_ = m7;
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let _e5: Mat4x3_ = m7;
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let _e8: Mat4x3_ = m7;
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return vec3<f32>(_e2.mx.w, _e5.my.w, _e8.mz.w);
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}
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fn Mul(m8: Mat4x4_, v: vec4<f32>) -> vec4<f32> {
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var m9: Mat4x4_;
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var v1: vec4<f32>;
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m9 = m8;
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v1 = v;
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let _e4: Mat4x4_ = m9;
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let _e6: vec4<f32> = v1;
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let _e8: Mat4x4_ = m9;
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let _e10: vec4<f32> = v1;
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let _e12: Mat4x4_ = m9;
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let _e14: vec4<f32> = v1;
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let _e16: Mat4x4_ = m9;
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let _e18: vec4<f32> = v1;
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return vec4<f32>(dot(_e4.mx, _e6), dot(_e8.my, _e10), dot(_e12.mz, _e14), dot(_e16.mw, _e18));
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}
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fn Mul1(m10: Mat4x3_, v2: vec4<f32>) -> vec3<f32> {
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var m11: Mat4x3_;
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var v3: vec4<f32>;
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m11 = m10;
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v3 = v2;
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let _e4: Mat4x3_ = m11;
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let _e6: vec4<f32> = v3;
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let _e8: Mat4x3_ = m11;
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let _e10: vec4<f32> = v3;
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let _e12: Mat4x3_ = m11;
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let _e14: vec4<f32> = v3;
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return vec3<f32>(dot(_e4.mx, _e6), dot(_e8.my, _e10), dot(_e12.mz, _e14));
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}
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fn Mul2(m12: Mat4x2_, v4: vec4<f32>) -> vec2<f32> {
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var m13: Mat4x2_;
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var v5: vec4<f32>;
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m13 = m12;
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v5 = v4;
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let _e4: Mat4x2_ = m13;
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let _e6: vec4<f32> = v5;
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let _e8: Mat4x2_ = m13;
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let _e10: vec4<f32> = v5;
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return vec2<f32>(dot(_e4.mx, _e6), dot(_e8.my, _e10));
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}
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fn Mul3(v6: vec3<f32>, m14: Mat4x3_) -> vec4<f32> {
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var v7: vec3<f32>;
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var m15: Mat4x3_;
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v7 = v6;
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m15 = m14;
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let _e5: Mat4x3_ = m15;
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let _e6: vec3<f32> = Mat4x3GetCol0_(_e5);
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let _e7: vec3<f32> = v7;
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let _e10: Mat4x3_ = m15;
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let _e11: vec3<f32> = Mat4x3GetCol1_(_e10);
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let _e12: vec3<f32> = v7;
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let _e15: Mat4x3_ = m15;
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let _e16: vec3<f32> = Mat4x3GetCol2_(_e15);
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let _e17: vec3<f32> = v7;
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let _e20: Mat4x3_ = m15;
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let _e21: vec3<f32> = Mat4x3GetCol3_(_e20);
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let _e22: vec3<f32> = v7;
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return vec4<f32>(dot(_e6, _e7), dot(_e11, _e12), dot(_e16, _e17), dot(_e21, _e22));
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}
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fn _Mat4x4_(n: f32) -> Mat4x4_ {
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var n1: f32;
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var o: Mat4x4_;
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n1 = n;
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let _e4: f32 = n1;
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o.mx = vec4<f32>(_e4, 0.0, 0.0, 0.0);
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let _e11: f32 = n1;
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o.my = vec4<f32>(0.0, _e11, 0.0, 0.0);
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let _e18: f32 = n1;
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o.mz = vec4<f32>(0.0, 0.0, _e18, 0.0);
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let _e25: f32 = n1;
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o.mw = vec4<f32>(0.0, 0.0, 0.0, _e25);
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let _e27: Mat4x4_ = o;
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return _e27;
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}
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fn _Mat4x4_1(m16: Mat4x3_) -> Mat4x4_ {
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var m17: Mat4x3_;
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var o1: Mat4x4_;
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m17 = m16;
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let _e4: Mat4x4_ = _Mat4x4_(1.0);
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o1 = _e4;
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let _e7: Mat4x3_ = m17;
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o1.mx = _e7.mx;
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let _e10: Mat4x3_ = m17;
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o1.my = _e10.my;
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let _e13: Mat4x3_ = m17;
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o1.mz = _e13.mz;
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let _e15: Mat4x4_ = o1;
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return _e15;
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}
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fn _Mat4x4_2(m18: Mat4x2_) -> Mat4x4_ {
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var m19: Mat4x2_;
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var o2: Mat4x4_;
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m19 = m18;
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let _e4: Mat4x4_ = _Mat4x4_(1.0);
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o2 = _e4;
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let _e7: Mat4x2_ = m19;
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o2.mx = _e7.mx;
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let _e10: Mat4x2_ = m19;
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o2.my = _e10.my;
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let _e12: Mat4x4_ = o2;
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return _e12;
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}
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fn _Mat4x3_(n2: f32) -> Mat4x3_ {
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var n3: f32;
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var o3: Mat4x3_;
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n3 = n2;
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let _e4: f32 = n3;
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o3.mx = vec4<f32>(_e4, 0.0, 0.0, 0.0);
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let _e11: f32 = n3;
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o3.my = vec4<f32>(0.0, _e11, 0.0, 0.0);
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let _e18: f32 = n3;
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o3.mz = vec4<f32>(0.0, 0.0, _e18, 0.0);
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let _e21: Mat4x3_ = o3;
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return _e21;
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}
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fn _Mat4x3_1(m20: Mat4x4_) -> Mat4x3_ {
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var m21: Mat4x4_;
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var o4: Mat4x3_;
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m21 = m20;
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let _e4: Mat4x4_ = m21;
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o4.mx = _e4.mx;
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let _e7: Mat4x4_ = m21;
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o4.my = _e7.my;
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let _e10: Mat4x4_ = m21;
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o4.mz = _e10.mz;
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let _e12: Mat4x3_ = o4;
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return _e12;
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}
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fn main1() {
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var t_PosMtx: Mat4x3_;
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var t_TexSpaceCoord: vec2<f32>;
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let _e15: f32 = a_PosMtxIdx1;
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let _e18: Mat4x3_ = global2.u_PosMtx[i32(_e15)];
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t_PosMtx = _e18;
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let _e23: Mat4x3_ = t_PosMtx;
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let _e24: Mat4x4_ = _Mat4x4_1(_e23);
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let _e25: vec3<f32> = a_Position1;
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let _e29: Mat4x3_ = t_PosMtx;
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let _e30: Mat4x4_ = _Mat4x4_1(_e29);
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let _e31: vec3<f32> = a_Position1;
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let _e34: vec4<f32> = Mul(_e30, vec4<f32>(_e31, 1.0));
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let _e35: Mat4x4_ = global.u_Projection;
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let _e37: Mat4x3_ = t_PosMtx;
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let _e38: Mat4x4_ = _Mat4x4_1(_e37);
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let _e39: vec3<f32> = a_Position1;
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let _e43: Mat4x3_ = t_PosMtx;
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let _e44: Mat4x4_ = _Mat4x4_1(_e43);
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let _e45: vec3<f32> = a_Position1;
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let _e48: vec4<f32> = Mul(_e44, vec4<f32>(_e45, 1.0));
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let _e49: vec4<f32> = Mul(_e35, _e48);
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gl_Position = _e49;
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let _e50: vec4<f32> = a_Color1;
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v_Color = _e50;
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let _e52: vec4<f32> = global1.u_Misc0_;
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if ((_e52.x == 2.0)) {
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{
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let _e59: vec3<f32> = a_Normal1;
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let _e64: Mat4x2_ = global1.u_TexMtx[0];
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let _e65: vec3<f32> = a_Normal1;
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let _e68: vec2<f32> = Mul2(_e64, vec4<f32>(_e65, 1.0));
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v_TexCoord = _e68.xy;
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return;
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}
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} else {
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{
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let _e73: vec2<f32> = a_UV1;
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let _e79: Mat4x2_ = global1.u_TexMtx[0];
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let _e80: vec2<f32> = a_UV1;
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let _e84: vec2<f32> = Mul2(_e79, vec4<f32>(_e80, 1.0, 1.0));
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v_TexCoord = _e84.xy;
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return;
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}
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}
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}
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[[stage(vertex)]]
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fn main([[location(0)]] a_Position: vec3<f32>, [[location(1)]] a_UV: vec2<f32>, [[location(2)]] a_Color: vec4<f32>, [[location(3)]] a_Normal: vec3<f32>, [[location(4)]] a_PosMtxIdx: f32) -> VertexOutput {
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a_Position1 = a_Position;
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a_UV1 = a_UV;
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a_Color1 = a_Color;
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a_Normal1 = a_Normal;
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a_PosMtxIdx1 = a_PosMtxIdx;
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main1();
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let _e11: vec4<f32> = v_Color;
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let _e13: vec2<f32> = v_TexCoord;
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let _e15: vec4<f32> = gl_Position;
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return VertexOutput(_e11, _e13, _e15);
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}
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