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@ -121,7 +121,7 @@ float shadowCalculationPCF(float3 fragPos, float4 DirectionalShadowFragPos)
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float combinedDepth = 0.0;
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float combinedDepth = 0.0;
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int count = 0;
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int count = 0;
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int range = 4;
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int range = 2;
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float3 shadowProjection = DirectionalShadowFragPos.xyz / DirectionalShadowFragPos.w;
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float3 shadowProjection = DirectionalShadowFragPos.xyz / DirectionalShadowFragPos.w;
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shadowProjection = shadowProjection * 0.5 + 0.5 ;
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shadowProjection = shadowProjection * 0.5 + 0.5 ;
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@ -131,7 +131,7 @@ float shadowCalculationPCF(float3 fragPos, float4 DirectionalShadowFragPos)
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uv.y = -uv.y;
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uv.y = -uv.y;
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float fragDepth = DirectionalShadowFragPos.z;
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float fragDepth = DirectionalShadowFragPos.z;
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float combinedShadow = 0.0;
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float combinedShadow = 0.0;
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float bias = 0.005;
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float bias = 0.003;
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for (int y = -range ; y <= range ; y++) {
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for (int y = -range ; y <= range ; y++) {
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for (int x = -range ; x <= range ; x++) {
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for (int x = -range ; x <= range ; x++) {
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@ -169,6 +169,7 @@ float3 DirectionalLight(float3 normal, float3 fragPos, float4 DirectionalShadow
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// shadow mapping
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// shadow mapping
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//diffuse = diffuse * (1.0 - shadowCalculationPCF(fragPos, DirectionalShadowFragPos));
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diffuse = diffuse * (1.0 - shadowCalculationPCF(fragPos, DirectionalShadowFragPos));
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diffuse = diffuse * (1.0 - shadowCalculationPCF(fragPos, DirectionalShadowFragPos));
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return diffuse;
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return diffuse;
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@ -28,8 +28,8 @@ struct type_StructuredBuffer_Scene
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Scene _m0[1];
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Scene _m0[1];
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};
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};
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constant float4 _91 = {};
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constant float4 _90 = {};
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constant float3 _93 = {};
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constant float3 _92 = {};
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struct main0_out
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struct main0_out
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{
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{
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@ -52,145 +52,145 @@ struct main0_in
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fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], texture2d<float> Texture0 [[texture(0)]], texture2d<float> Texture1 [[texture(1)]], texture2d<float> Texture2 [[texture(2)]], texture2d<float> DirectionalShadowDepthMap [[texture(3)]], sampler Sampler0 [[sampler(0)]], sampler Sampler1 [[sampler(1)]], sampler Sampler2 [[sampler(2)]], sampler DirectionalShadowSampler [[sampler(3)]])
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fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], texture2d<float> Texture0 [[texture(0)]], texture2d<float> Texture1 [[texture(1)]], texture2d<float> Texture2 [[texture(2)]], texture2d<float> DirectionalShadowDepthMap [[texture(3)]], sampler Sampler0 [[sampler(0)]], sampler Sampler1 [[sampler(1)]], sampler Sampler2 [[sampler(2)]], sampler DirectionalShadowSampler [[sampler(3)]])
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{
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{
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main0_out out = {};
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main0_out out = {};
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int _103 = int(scene._m0[in.in_var_TEXCOORD4].textureMode);
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int _102 = int(scene._m0[in.in_var_TEXCOORD4].textureMode);
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int _104 = _103 & 240;
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int _103 = _102 & 240;
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float4 _138;
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if (_104 == 16)
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{
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float3 _125 = float3(Texture0.sample(Sampler0, in.in_var_TEXCOORD0).x, Texture1.sample(Sampler1, in.in_var_TEXCOORD0).x, Texture2.sample(Sampler2, in.in_var_TEXCOORD0).x) + float3(-0.0625, -0.5, -0.5);
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_138 = float4(dot(_125, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_125, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_125, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0);
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}
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else
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{
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float4 _137;
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float4 _137;
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if (_104 == 0)
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if (_103 == 16)
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{
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{
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_137 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0);
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float3 _124 = float3(Texture0.sample(Sampler0, in.in_var_TEXCOORD0).x, Texture1.sample(Sampler1, in.in_var_TEXCOORD0).x, Texture2.sample(Sampler2, in.in_var_TEXCOORD0).x) + float3(-0.0625, -0.5, -0.5);
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_137 = float4(dot(_124, float3(1.164000034332275390625, 0.0, 1.7929999828338623046875)), dot(_124, float3(1.164000034332275390625, -0.212999999523162841796875, -0.53299999237060546875)), dot(_124, float3(1.164000034332275390625, 2.111999988555908203125, 0.0)), 1.0);
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}
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}
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else
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else
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{
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{
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_137 = _91;
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float4 _136;
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}
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if (_103 == 0)
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_138 = _137;
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}
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float4 _144;
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if ((_103 & 1) == 1)
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{
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{
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_144 = powr(_138, float4(2.2000000476837158203125));
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_136 = Texture0.sample(Sampler0, in.in_var_TEXCOORD0);
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}
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}
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else
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else
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{
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{
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_144 = _138;
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_136 = _90;
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}
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}
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if (_144.w < 0.00999999977648258209228515625)
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_137 = _136;
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}
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float4 _143;
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if ((_102 & 1) == 1)
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{
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_143 = powr(_137, float4(2.2000000476837158203125));
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}
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else
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{
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_143 = _137;
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}
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if (_143.w < 0.00999999977648258209228515625)
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{
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{
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discard_fragment();
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discard_fragment();
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}
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}
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float3 _154 = float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * Uniforms.lightPower;
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float3 _153 = float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * Uniforms.lightPower;
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float3 _201;
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float3 _200;
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do
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do
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{
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{
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float3 _158 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1;
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float3 _157 = Uniforms.lightPosition.xyz - in.in_var_TEXCOORD1;
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float _159 = length(_158);
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float _158 = length(_157);
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float _160 = _159 * _159;
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float _159 = _158 * _158;
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float _166;
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float _165;
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if (_159 > 2.0)
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if (_158 > 2.0)
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{
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{
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_166 = 0.5 / _160;
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_165 = 0.5 / _159;
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}
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}
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else
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else
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{
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{
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_166 = 1.0 / _160;
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_165 = 1.0 / _159;
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}
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}
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float _171;
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float _170;
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if (_159 > 4.0)
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if (_158 > 4.0)
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{
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{
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_171 = _166 * 0.5;
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_170 = _165 * 0.5;
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}
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}
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else
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else
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{
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{
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_171 = _166;
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_170 = _165;
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}
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}
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float _173 = (_159 > 15.0) ? 0.0 : _171;
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float _172 = (_158 > 15.0) ? 0.0 : _170;
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float _175 = (_173 > 1.0) ? 1.0 : _173;
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float _174 = (_172 > 1.0) ? 1.0 : _172;
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if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625)
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if (length(in.in_var_TEXCOORD2) < 0.100000001490116119384765625)
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{
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{
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_201 = (in.in_var_TEXCOORD1 * _154) * _175;
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_200 = (in.in_var_TEXCOORD1 * _153) * _174;
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break;
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break;
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}
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}
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float3 _182 = fast::normalize(_158);
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float3 _181 = fast::normalize(_157);
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_201 = ((_154 * precise::max(dot(_182, in.in_var_TEXCOORD2), 0.0)) * _175) + (((_154 * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_182 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _175);
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_200 = ((_153 * precise::max(dot(_181, in.in_var_TEXCOORD2), 0.0)) * _174) + (((_153 * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_181 + fast::normalize(in.in_var_TEXCOORD1 - Uniforms.viewPos.xyz))), 0.0), 30.0)) * 2.0) * _174);
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break;
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break;
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} while(false);
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} while(false);
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float3 _218 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5);
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float3 _217 = ((in.in_var_TEXCOORD3.xyz / float3(in.in_var_TEXCOORD3.w)) * 0.5) + float3(0.5);
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float3 _220;
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float3 _219;
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_220.x = _218.x;
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_219.x = _217.x;
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float2 _221 = _220.xy;
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float2 _220 = _219.xy;
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_221.y = -_218.y;
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_220.y = -_217.y;
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float _227;
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int _230;
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int _232;
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_227 = 0.0;
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_230 = 0;
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_232 = -2;
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float _228;
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float _228;
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int _231;
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int _231;
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int _233;
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for (; _232 <= 2; _227 = _228, _230 = _231, _232++)
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_228 = 0.0;
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_231 = 0;
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_233 = -4;
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float _229;
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int _232;
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for (; _233 <= 4; _228 = _229, _231 = _232, _233++)
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{
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{
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_232 = _231;
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_231 = _230;
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_229 = _228;
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_228 = _227;
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for (int _242 = -4; _242 <= 4; )
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for (int _241 = -2; _241 <= 2; )
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{
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{
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_232++;
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_231++;
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_229 += float((in.in_var_TEXCOORD3.z - 0.004999999888241291046142578125) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_221 + float2(float(_242) * 0.000244140625, float(_233) * 0.000244140625))).x);
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_228 += float((in.in_var_TEXCOORD3.z - 0.0030000000260770320892333984375) > DirectionalShadowDepthMap.sample(DirectionalShadowSampler, (_220 + float2(float(_241) * 0.000244140625, float(_232) * 0.000244140625))).x);
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_242++;
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_241++;
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continue;
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continue;
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}
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}
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}
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}
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float3 _271;
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float3 _270;
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if ((_103 & 2) > 0)
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if ((_102 & 2) > 0)
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{
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{
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_271 = _144.xyz * 2.0;
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_270 = _143.xyz * 2.0;
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}
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}
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else
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else
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{
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{
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_271 = _144.xyz * ((float3(0.100000001490116119384765625) + _201) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_228 / float(_231)))));
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_270 = _143.xyz * ((float3(0.100000001490116119384765625) + _200) + ((Uniforms.directionalLightColor.xyz * precise::max(dot(Uniforms.directionalLight.xyz, in.in_var_TEXCOORD2), 0.0)) * (1.0 - (_227 / float(_230)))));
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}
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}
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float4 _288;
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float4 _287;
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if (_271.x > 1.0)
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if (_270.x > 1.0)
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{
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{
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float4 _287 = float4(0.0, 0.0, 0.0, 1.0);
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float4 _286 = float4(0.0, 0.0, 0.0, 1.0);
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_287.x = _271.x;
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_286.x = _270.x;
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_288 = _287;
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_287 = _286;
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}
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}
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else
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else
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{
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{
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_288 = float4(0.0, 0.0, 0.0, 1.0);
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_287 = float4(0.0, 0.0, 0.0, 1.0);
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}
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}
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float4 _293;
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float4 _292;
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if (_271.y > 1.0)
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if (_270.y > 1.0)
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{
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{
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float4 _292 = _288;
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float4 _291 = _287;
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_292.y = _271.y;
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_291.y = _270.y;
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_293 = _292;
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_292 = _291;
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}
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}
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else
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else
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{
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{
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_293 = _288;
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_292 = _287;
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}
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}
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float4 _298;
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float4 _297;
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if (_271.z > 1.0)
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if (_270.z > 1.0)
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{
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{
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float4 _297 = _293;
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float4 _296 = _292;
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_297.z = _271.z;
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_296.z = _270.z;
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_298 = _297;
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_297 = _296;
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}
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}
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else
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else
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{
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{
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_298 = _293;
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_297 = _292;
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}
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}
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out.out_var_SV_Target0 = float4(_271, _144.w);
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out.out_var_SV_Target0 = float4(_270, _143.w);
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out.out_var_SV_Target1 = _298;
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out.out_var_SV_Target1 = _297;
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out.out_var_SV_Target2 = float4(in.in_var_TEXCOORD1, 1.0);
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out.out_var_SV_Target2 = float4(in.in_var_TEXCOORD1, 1.0);
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out.out_var_SV_Target3 = float4(in.in_var_TEXCOORD5, 1.0);
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out.out_var_SV_Target3 = float4(in.in_var_TEXCOORD5, 1.0);
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return out;
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return out;
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Binary file not shown.
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@ -839,6 +839,15 @@
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( -32 992 160 ) ( -31 992 160 ) ( -32 992 161 ) mapping_defaults/ProtoEmerald 0 0 0 0.25 0.25
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( -32 992 160 ) ( -31 992 160 ) ( -32 992 161 ) mapping_defaults/ProtoEmerald 0 0 0 0.25 0.25
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( -32 544 160 ) ( -32 544 161 ) ( -32 545 160 ) mapping_defaults/ProtoEmerald 0 0 0 0.25 0.25
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( -32 544 160 ) ( -32 544 161 ) ( -32 545 160 ) mapping_defaults/ProtoEmerald 0 0 0 0.25 0.25
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}
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}
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// brush 93
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{
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( 576 384 16 ) ( 576 385 16 ) ( 576 384 17 ) mapping_defaults/ProtoYellow 0 0 0 0.25 0.25
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( 576 384 16 ) ( 576 384 17 ) ( 577 384 16 ) mapping_defaults/ProtoYellow 0 0 0 0.25 0.25
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( 576 384 16 ) ( 577 384 16 ) ( 576 385 16 ) mapping_defaults/ProtoYellow 0 0 0 0.25 0.25
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( 704 480 240 ) ( 704 481 240 ) ( 705 480 240 ) mapping_defaults/ProtoYellow 0 0 0 0.25 0.25
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( 704 480 32 ) ( 705 480 32 ) ( 704 480 33 ) mapping_defaults/ProtoYellow 0 0 0 0.25 0.25
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( 704 480 32 ) ( 704 480 33 ) ( 704 481 32 ) mapping_defaults/ProtoYellow 0 0 0 0.25 0.25
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}
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}
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}
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// entity 1
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// entity 1
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{
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{
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