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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
fix color splash blur
before: https://cdn.discordapp.com/attachments/235194499343712256/461363940073406464/2018-06-26_19-55-27.png after: https://cdn.discordapp.com/attachments/235194499343712256/461365095080001536/2018-06-26_20-00-03.png
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82
Source/ColorSplash/88a193c7d4d2c9bc_0000000000000079_ps.txt
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82
Source/ColorSplash/88a193c7d4d2c9bc_0000000000000079_ps.txt
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 88a193c7d4d2c9bc
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fa7000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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// 0
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PV0f.x = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3b5a740f) / resXScale;
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R2f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.5;
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PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0xbb5a740f) / resYScale;
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PV0f.w = 0.0;
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.xyz = vec3(PV0f.w,PV0f.z,PV0f.w) + vec3(backupReg0f,backupReg1f,backupReg0f);
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R0f.w = PV0f.x + backupReg1f;
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R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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// 0
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backupReg0f = R0f.w;
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R127f.x = R1f.z + R0f.z;
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R127f.x /= 2.0;
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PV0f.x = R127f.x;
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R127f.y = R1f.y + R0f.y;
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R127f.y /= 2.0;
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PV0f.y = R127f.y;
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R127f.z = R1f.x + R0f.x;
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R127f.z /= 2.0;
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PV0f.z = R127f.z;
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R0f.w = R1f.w + backupReg0f;
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R0f.w /= 2.0;
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// 1
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PV1f.x = -(PV0f.y) + 0.0;
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PV1f.y = -(PV0f.z) + 0.0;
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PV1f.w = -(PV0f.x) + 0.0;
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// 2
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R0f.x = (mul_nonIEEE(PV1f.y,R2f.y) + R127f.z);
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R0f.y = (mul_nonIEEE(PV1f.x,R2f.y) + R127f.y);
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R0f.z = (mul_nonIEEE(PV1f.w,R2f.y) + R127f.x);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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82
Source/ColorSplash/deceb5ab7cca5140_0000000000000079_ps.txt
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82
Source/ColorSplash/deceb5ab7cca5140_0000000000000079_ps.txt
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader deceb5ab7cca5140
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c23000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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// 0
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PV0f.x = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3af5c290) / resXScale;
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R2f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.5;
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PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0xbaf5c290) / resYScale;
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PV0f.w = 0.0;
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(PV0f.z,PV0f.w,PV0f.x);
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R0f.w = backupReg1f + PV0f.w;
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R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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// 0
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backupReg0f = R0f.w;
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R127f.x = R1f.z + R0f.z;
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R127f.x /= 2.0;
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PV0f.x = R127f.x;
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R127f.y = R1f.y + R0f.y;
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R127f.y /= 2.0;
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PV0f.y = R127f.y;
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R127f.z = R1f.x + R0f.x;
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R127f.z /= 2.0;
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PV0f.z = R127f.z;
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R0f.w = R1f.w + backupReg0f;
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R0f.w /= 2.0;
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// 1
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PV1f.x = -(PV0f.y) + 0.0;
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PV1f.y = -(PV0f.z) + 0.0;
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PV1f.w = -(PV0f.x) + 0.0;
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// 2
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R0f.x = (mul_nonIEEE(PV1f.y,R2f.y) + R127f.z);
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R0f.y = (mul_nonIEEE(PV1f.x,R2f.y) + R127f.y);
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R0f.z = (mul_nonIEEE(PV1f.w,R2f.y) + R127f.x);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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