197 lines
8.0 KiB
HLSL
197 lines
8.0 KiB
HLSL
cbuffer cbuffer_x_20 : register(b9, space2) {
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uint4 x_20[8];
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};
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Texture2D<float4> frameMapTexture : register(t3, space2);
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SamplerState frameMapSampler : register(s2, space2);
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static float2 tUV = float2(0.0f, 0.0f);
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Texture2D<float4> tileMapsTexture0 : register(t5, space2);
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SamplerState tileMapsSampler : register(s4, space2);
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Texture2D<float4> tileMapsTexture1 : register(t6, space2);
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Texture2D<float4> animationMapTexture : register(t8, space2);
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SamplerState animationMapSampler : register(s7, space2);
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static float mt = 0.0f;
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Texture2D<float4> spriteSheetTexture : register(t1, space2);
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SamplerState spriteSheetSampler : register(s0, space2);
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static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
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static float2 tileID_1 = float2(0.0f, 0.0f);
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static float2 levelUnits = float2(0.0f, 0.0f);
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static float2 stageUnits_1 = float2(0.0f, 0.0f);
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static float3 vPosition = float3(0.0f, 0.0f, 0.0f);
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static float2 vUV = float2(0.0f, 0.0f);
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float4x4 getFrameData_f1_(inout float frameID) {
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float fX = 0.0f;
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const float x_15 = frameID;
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const uint scalar_offset = (108u) / 4;
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const float x_25 = asfloat(x_20[scalar_offset / 4][scalar_offset % 4]);
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fX = (x_15 / x_25);
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const float4 x_40 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.0f), 0.0f);
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const float4 x_47 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.25f), 0.0f);
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const float4 x_54 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.5f), 0.0f);
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return float4x4(float4(x_40.x, x_40.y, x_40.z, x_40.w), float4(x_47.x, x_47.y, x_47.z, x_47.w), float4(x_54.x, x_54.y, x_54.z, x_54.w), float4(float4(0.0f, 0.0f, 0.0f, 0.0f).x, float4(0.0f, 0.0f, 0.0f, 0.0f).y, float4(0.0f, 0.0f, 0.0f, 0.0f).z, float4(0.0f, 0.0f, 0.0f, 0.0f).w));
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}
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void main_1() {
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float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float2 tileUV = float2(0.0f, 0.0f);
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float2 tileID = float2(0.0f, 0.0f);
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float2 sheetUnits = float2(0.0f, 0.0f);
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float spriteUnits = 0.0f;
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float2 stageUnits = float2(0.0f, 0.0f);
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int i = 0;
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float frameID_1 = 0.0f;
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float4 animationData = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float f = 0.0f;
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float4x4 frameData = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float param = 0.0f;
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float2 frameSize = float2(0.0f, 0.0f);
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float2 offset_1 = float2(0.0f, 0.0f);
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float2 ratio = float2(0.0f, 0.0f);
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float4 nc = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float alpha = 0.0f;
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float3 mixed = float3(0.0f, 0.0f, 0.0f);
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color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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tileUV = frac(tUV);
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const float x_91 = tileUV.y;
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tileUV.y = (1.0f - x_91);
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tileID = floor(tUV);
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const uint scalar_offset_1 = (96u) / 4;
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uint4 ubo_load = x_20[scalar_offset_1 / 4];
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const float2 x_101 = asfloat(((scalar_offset_1 & 2) ? ubo_load.zw : ubo_load.xy));
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sheetUnits = (float2(1.0f, 1.0f) / x_101);
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const uint scalar_offset_2 = (108u) / 4;
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const float x_106 = asfloat(x_20[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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spriteUnits = (1.0f / x_106);
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const uint scalar_offset_3 = (88u) / 4;
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uint4 ubo_load_1 = x_20[scalar_offset_3 / 4];
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const float2 x_111 = asfloat(((scalar_offset_3 & 2) ? ubo_load_1.zw : ubo_load_1.xy));
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stageUnits = (float2(1.0f, 1.0f) / x_111);
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i = 0;
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for(; (i < 2); i = (i + 1)) {
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switch(i) {
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case 1: {
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const float2 x_150 = tileID;
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const uint scalar_offset_4 = (88u) / 4;
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uint4 ubo_load_2 = x_20[scalar_offset_4 / 4];
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const float2 x_154 = asfloat(((scalar_offset_4 & 2) ? ubo_load_2.zw : ubo_load_2.xy));
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const float4 x_156 = tileMapsTexture1.SampleBias(tileMapsSampler, ((x_150 + float2(0.5f, 0.5f)) / x_154), 0.0f);
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frameID_1 = x_156.x;
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break;
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}
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case 0: {
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const float2 x_136 = tileID;
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const uint scalar_offset_5 = (88u) / 4;
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uint4 ubo_load_3 = x_20[scalar_offset_5 / 4];
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const float2 x_140 = asfloat(((scalar_offset_5 & 2) ? ubo_load_3.zw : ubo_load_3.xy));
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const float4 x_142 = tileMapsTexture0.SampleBias(tileMapsSampler, ((x_136 + float2(0.5f, 0.5f)) / x_140), 0.0f);
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frameID_1 = x_142.x;
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break;
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}
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default: {
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break;
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}
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}
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const float x_166 = frameID_1;
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const uint scalar_offset_6 = (108u) / 4;
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const float x_169 = asfloat(x_20[scalar_offset_6 / 4][scalar_offset_6 % 4]);
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const float4 x_172 = animationMapTexture.SampleBias(animationMapSampler, float2(((x_166 + 0.5f) / x_169), 0.0f), 0.0f);
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animationData = x_172;
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const float x_174 = animationData.y;
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if ((x_174 > 0.0f)) {
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const uint scalar_offset_7 = (0u) / 4;
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const float x_181 = asfloat(x_20[scalar_offset_7 / 4][scalar_offset_7 % 4]);
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const float x_184 = animationData.z;
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mt = ((x_181 * x_184) % 1.0f);
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f = 0.0f;
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for(; (f < 8.0f); f = (f + 1.0f)) {
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const float x_197 = animationData.y;
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if ((x_197 > mt)) {
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const float x_203 = animationData.x;
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frameID_1 = x_203;
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break;
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}
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const float x_208 = frameID_1;
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const uint scalar_offset_8 = (108u) / 4;
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const float x_211 = asfloat(x_20[scalar_offset_8 / 4][scalar_offset_8 % 4]);
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const float4 x_217 = animationMapTexture.SampleBias(animationMapSampler, float2(((x_208 + 0.5f) / x_211), (0.125f * f)), 0.0f);
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animationData = x_217;
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}
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}
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param = (frameID_1 + 0.5f);
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const float4x4 x_225 = getFrameData_f1_(param);
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frameData = x_225;
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const float4 x_228 = frameData[0];
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const uint scalar_offset_9 = (96u) / 4;
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uint4 ubo_load_4 = x_20[scalar_offset_9 / 4];
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const float2 x_231 = asfloat(((scalar_offset_9 & 2) ? ubo_load_4.zw : ubo_load_4.xy));
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frameSize = (float2(x_228.w, x_228.z) / x_231);
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const float4 x_235 = frameData[0];
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offset_1 = (float2(x_235.x, x_235.y) * sheetUnits);
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const float4 x_241 = frameData[2];
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const float4 x_244 = frameData[0];
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ratio = (float2(x_241.x, x_241.y) / float2(x_244.w, x_244.z));
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const float x_248 = frameData[2].z;
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if ((x_248 == 1.0f)) {
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const float2 x_252 = tileUV;
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tileUV = float2(x_252.y, x_252.x);
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}
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if ((i == 0)) {
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const float4 x_268 = spriteSheetTexture.Sample(spriteSheetSampler, ((tileUV * frameSize) + offset_1));
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color = x_268;
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} else {
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const float4 x_279 = spriteSheetTexture.Sample(spriteSheetSampler, ((tileUV * frameSize) + offset_1));
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nc = x_279;
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const float x_283 = color.w;
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const float x_285 = nc.w;
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alpha = min((x_283 + x_285), 1.0f);
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const float4 x_290 = color;
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const float4 x_292 = nc;
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const float x_295 = nc.w;
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mixed = lerp(float3(x_290.x, x_290.y, x_290.z), float3(x_292.x, x_292.y, x_292.z), float3(x_295, x_295, x_295));
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const float3 x_298 = mixed;
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color = float4(x_298.x, x_298.y, x_298.z, alpha);
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}
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}
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const uint scalar_offset_10 = (112u) / 4;
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const float3 x_310 = asfloat(x_20[scalar_offset_10 / 4].xyz);
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const float4 x_311 = color;
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const float3 x_313 = (float3(x_311.x, x_311.y, x_311.z) * x_310);
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color = float4(x_313.x, x_313.y, x_313.z, color.w);
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glFragColor = color;
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return;
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}
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struct main_out {
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float4 glFragColor_1;
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};
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struct tint_symbol_1 {
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float3 vPosition_param : TEXCOORD0;
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float2 vUV_param : TEXCOORD1;
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float2 tUV_param : TEXCOORD2;
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float2 stageUnits_1_param : TEXCOORD3;
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float2 levelUnits_param : TEXCOORD4;
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float2 tileID_1_param : TEXCOORD5;
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};
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struct tint_symbol_2 {
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float4 glFragColor_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 float2 tUV_param = tint_symbol.tUV_param;
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const float2 tileID_1_param = tint_symbol.tileID_1_param;
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const float2 levelUnits_param = tint_symbol.levelUnits_param;
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const float2 stageUnits_1_param = tint_symbol.stageUnits_1_param;
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const float3 vPosition_param = tint_symbol.vPosition_param;
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const float2 vUV_param = tint_symbol.vUV_param;
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tUV = tUV_param;
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tileID_1 = tileID_1_param;
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levelUnits = levelUnits_param;
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stageUnits_1 = stageUnits_1_param;
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vPosition = vPosition_param;
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vUV = vUV_param;
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main_1();
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const main_out tint_symbol_3 = {glFragColor};
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const tint_symbol_2 tint_symbol_7 = {tint_symbol_3.glFragColor_1};
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return tint_symbol_7;
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}
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