papyrus sgpu update
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@ -132,6 +132,7 @@ pub fn destroy(self: *@This()) void {
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self.stringArena.deinit();
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self.runtime.destroy();
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self.drawList.deinit();
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self.tempDrawCommand.deinit(self.allocator);
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self.allocator.destroy(self);
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}
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@ -35,7 +35,7 @@ struct main0_in
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uint in_var_TEXCOORD3 [[user(locn3)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], const device type_StructuredBuffer_Scene& scene [[buffer(4294967295)]], texture2d<float> Texture0 [[texture(0)]], sampler Sampler0 [[sampler(0)]])
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fragment main0_out main0(main0_in in [[stage_in]], const device type_StructuredBuffer_Scene& scene [[buffer(0)]], texture2d<float> Texture0 [[texture(0)]], sampler Sampler0 [[sampler(0)]])
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{
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main0_out out = {};
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bool _73 = in.in_var_TEXCOORD2.x < scene._m0[in.in_var_TEXCOORD3].rounding.x;
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@ -1,22 +0,0 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 out_var_SV_Target0 [[color(0)]];
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};
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struct main0_in
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{
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float2 in_var_TEXCOORD0 [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> Texture [[texture(0)]], sampler Sampler [[sampler(0)]])
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{
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main0_out out = {};
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out.out_var_SV_Target0 = Texture.sample(Sampler, in.in_var_TEXCOORD0);
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return out;
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}
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@ -1,41 +0,0 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Scene
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{
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float4x4 Model;
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};
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struct type_StructuredBuffer_Scene
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{
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Scene _m0[1];
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};
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struct type_Uniforms
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{
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float4x4 ViewProjection;
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float time;
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};
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struct main0_out
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{
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float2 out_var_TEXCOORD0 [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float3 in_var_TEXCOORD0 [[attribute(0)]];
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float2 in_var_TEXCOORD3 [[attribute(3)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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main0_out out = {};
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out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
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out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * float4(in.in_var_TEXCOORD0, 1.0));
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return out;
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}
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@ -1,22 +0,0 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 out_var_SV_Target0 [[color(0)]];
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};
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struct main0_in
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{
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float4 in_var_TEXCOORD0 [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.out_var_SV_Target0 = in.in_var_TEXCOORD0;
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return out;
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}
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@ -1,66 +0,0 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Scene
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{
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float3 color;
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};
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struct type_StructuredBuffer_Scene
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{
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Scene _m0[1];
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};
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constant float2 _31 = {};
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constant float4 _32 = {};
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struct main0_out
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{
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float4 out_var_TEXCOORD0 [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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vertex main0_out main0(const device type_StructuredBuffer_Scene& test [[buffer(0)]], uint gl_VertexIndex [[vertex_id]])
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{
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main0_out out = {};
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float4 _71;
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float2 _72;
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if (gl_VertexIndex == 0u)
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{
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_71 = float4(test._m0[0u].color, 1.0);
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_72 = float2(-1.0);
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}
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else
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{
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float4 _69;
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float2 _70;
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if (gl_VertexIndex == 1u)
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{
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_69 = float4(test._m0[1u].color, 1.0);
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_70 = float2(1.0, -1.0);
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}
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else
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{
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bool _57 = gl_VertexIndex == 2u;
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float4 _66;
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if (_57)
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{
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_66 = float4(test._m0[2u].color, 1.0);
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}
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else
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{
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_66 = _32;
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}
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_69 = _66;
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_70 = select(_31, float2(0.0, 1.0), bool2(_57));
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}
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_71 = _69;
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_72 = _70;
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}
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out.out_var_TEXCOORD0 = _71;
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out.gl_Position = float4(_72, 0.0, 1.0);
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return out;
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}
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@ -1,66 +0,0 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Scene
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{
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float4 color;
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};
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struct type_StructuredBuffer_Scene
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{
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Scene _m0[1];
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};
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constant float2 _30 = {};
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constant float4 _31 = {};
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struct main0_out
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{
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float4 out_var_TEXCOORD0 [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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vertex main0_out main0(const device type_StructuredBuffer_Scene& test [[buffer(0)]], uint gl_VertexIndex [[vertex_id]])
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{
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main0_out out = {};
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float4 _58;
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float2 _59;
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if (gl_VertexIndex == 0u)
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{
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_58 = test._m0[0u].color;
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_59 = float2(-1.0);
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}
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else
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{
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float4 _56;
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float2 _57;
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if (gl_VertexIndex == 1u)
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{
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_56 = test._m0[1u].color;
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_57 = float2(1.0, -1.0);
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}
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else
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{
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bool _48 = gl_VertexIndex == 2u;
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float4 _53;
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if (_48)
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{
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_53 = test._m0[2u].color;
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}
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else
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{
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_53 = _31;
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}
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_56 = _53;
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_57 = select(_30, float2(0.0, 1.0), bool2(_48));
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}
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_58 = _56;
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_59 = _57;
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}
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out.out_var_TEXCOORD0 = _58;
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out.gl_Position = float4(_59, 0.0, 1.0);
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return out;
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}
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