mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-27 03:54:15 +01:00
077f4f8f27
Since I wanted to make sure that I didn't broke the shaders after converting the shaders to Vulkan, we need to check if all the shaders weren't broken. Since we're talking about like 400 shaders checking all of them is pretty much impossible and even then, So, the obvious solution was to automate the checking. Not as simple as you'd think, because in 300 of our shaders we use preset variables which without replacing the value like Cemu does, will make the shader error regardless. So I also implemented some functionality that would read the preset values and types out of the rules.txt file and replace them in the shaders using that information. And then we use Khronos' glslang to compile the shaders, using both OpenGL and Vulkan. The result was that glslang found quite a few errors in some of the shaders, which I fixed in this commit. I'm considering adding this rules.txt parsing and automated shader compilation testing to the build process. Also, I fixed Clarity's name and description since Monochromia isn't available anymore and Xenoblade's resolution pack had a lot of weird blank lines before their #version declaration, which my converter didn't like.
291 lines
13 KiB
Plaintext
291 lines
13 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader d7074f19f5ca3b20
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//tower counter
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uniform ivec4 uf_remappedVS[14];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 0) out vec4 passParameterSem0;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xy = attrDataSem0.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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attrDecoder.xyz = attrDataSem1.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
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attrDecoder = attrDataSem2;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xy = attrDataSem3.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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// 0
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R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x3e22f983) + 0.5));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x3e22f983) + 0.5));
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PV0i.y = R123i.y;
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R125i.z = 0;
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R126i.w = 0;
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R126i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(R4i.x));
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PS0i = R126i.x;
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// 1
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PV1i.x = floatBitsToInt(fract(intBitsToFloat(PV0i.y)));
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PV1i.y = floatBitsToInt(fract(intBitsToFloat(PV0i.x)));
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R0i.z = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(R4i.y));
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R125i.w = 0x3f800000;
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R125i.x = ((0.0 > intBitsToFloat(R3i.w))?int(0xFFFFFFFF):int(0x0));
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PS1i = R125i.x;
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// 2
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R123i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb))));
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PV0i.x = R123i.x;
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R124i.y = 0x3f800000;
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R1i.z = 0;
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R123i.w = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb))));
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PV0i.w = R123i.w;
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R3i.z = 0;
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PS0i = R3i.z;
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// 3
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R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e22f983));
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R4i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)) + 0.5);
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R127i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e22f983));
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PV1i.z = R127i.z;
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PV1i.w = floatBitsToInt(intBitsToFloat(R1i.x) + 0.5);
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// 4
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PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3d579436));
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PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.z))/0.1591549367));
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// 5
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R4i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.z));
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R124i.z = floatBitsToInt(-(intBitsToFloat(PS0i)) * 1.0);
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R127i.w = PS0i;
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PS1i = floatBitsToInt(cos((intBitsToFloat(R127i.z))/0.1591549367));
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// 6
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R126i.y = floatBitsToInt(intBitsToFloat(PS1i) * 1.0);
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R127i.z = PS1i;
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PV0i.z = R127i.z;
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PS0i = floatBitsToInt(sin((intBitsToFloat(R127i.x))/0.1591549367));
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// 7
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(-(intBitsToFloat(PS0i)) * 1.0);
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R127i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
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R126i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(PS0i));
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PS1i = floatBitsToInt(cos((intBitsToFloat(backupReg0i))/0.1591549367));
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// 8
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backupReg0i = R127i.z;
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PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * 1.0);
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R125i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS1i));
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R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
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// 9
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backupReg0i = R126i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.w),intBitsToFloat(R0i.z),intBitsToFloat(R126i.x),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(R127i.y),intBitsToFloat(backupReg0i),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R126i.z = tempi.x;
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// 10
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backupReg0i = R126i.y;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.z),intBitsToFloat(backupReg0i),intBitsToFloat(R124i.z),-0.0),vec4(intBitsToFloat(R126i.w),intBitsToFloat(R0i.z),intBitsToFloat(R126i.x),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R126i.y = tempi.x;
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// 11
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.w),intBitsToFloat(R0i.z),intBitsToFloat(R126i.x),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R125i.y),intBitsToFloat(R127i.z),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.x = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R126i.z));
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PS1i = R127i.x;
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// 12
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backupReg0i = R126i.y;
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R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(backupReg0i));
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PV0i.y = R126i.y;
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R126i.z = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(PV1i.x));
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PV0i.z = R126i.z;
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// 13
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),intBitsToFloat(R125i.w)),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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// 14
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),intBitsToFloat(R125i.w)),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.z = ((R125i.x == 0)?(PV1i.x):(0));
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PS0i = R127i.z;
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// 15
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),intBitsToFloat(R125i.w)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R1i.x = ((R125i.x == 0)?(PV0i.x):(R1i.z));
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PS1i = R1i.x;
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// 16
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),intBitsToFloat(R125i.w)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R1i.y = ((R125i.x == 0)?(PV1i.x):(R3i.z));
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PS0i = R1i.y;
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// 17
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PV1i.x = floatBitsToInt(intBitsToFloat(R125i.w) * intBitsToFloat(uf_remappedVS[4].w));
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R1i.z = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(0x3f7fff58));
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R1i.w = ((R125i.x == 0)?(PV0i.x):(R124i.y));
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R125i.x = floatBitsToInt(intBitsToFloat(R125i.w) * intBitsToFloat(uf_remappedVS[5].w));
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PS1i = R125i.x;
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// 18
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R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),1.0)));
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PV0i.x = R126i.x;
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PV0i.y = R126i.x;
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PV0i.z = R126i.x;
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PV0i.w = R126i.x;
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// 19
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),intBitsToFloat(R125i.x)),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),1.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R124i.y = tempi.x;
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// 20
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backupReg0i = R126i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(backupReg0i),intBitsToFloat(R125i.w)),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R126i.z = tempi.x;
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// 21
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(PV0i.x),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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PS1i = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + -(intBitsToFloat(uf_remappedVS[7].x)));
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// 22
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PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedVS[7].y));
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
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PS0i = floatBitsToInt(tempResultf);
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// 23
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backupReg0i = R126i.z;
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R0i.x = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(PS0i));
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PV1i.x = R0i.x;
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R2i.y = floatBitsToInt(intBitsToFloat(R124i.y) * intBitsToFloat(PS0i));
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PV1i.y = R2i.y;
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R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS0i));
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PV1i.z = R126i.z;
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.z), 0.0));
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// 24
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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tempResultf = log2(intBitsToFloat(PV1i.w));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0i = floatBitsToInt(tempResultf);
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// 25
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R3i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedVS[7].z));
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R3i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[9].z) * intBitsToFloat(R126i.z));
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PS1i = R2i.x;
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// export
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
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gl_Position = vec4(intBitsToFloat(R1i.x) *(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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// export
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passParameterSem1 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.z));
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// 0
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R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[9].y) * intBitsToFloat(R2i.y) + intBitsToFloat(R2i.x)));
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PV0i.x = R123i.x;
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
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PS0i = floatBitsToInt(exp2(intBitsToFloat(R3i.x)));
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// 1
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PV1i.y = floatBitsToInt(min(intBitsToFloat(PS0i), 1.0));
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R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[9].x) * intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.x)));
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R123i.w = clampFI32(R123i.w);
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PV1i.w = R123i.w;
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tempResultf = log2(intBitsToFloat(PV0i.z));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedVS[10].w));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedVS[7].w));
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tempResultf = log2(intBitsToFloat(PV1i.w));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0i = floatBitsToInt(tempResultf);
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// 3
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PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedVS[11].w));
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R0i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedVS[12].w));
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R125i.w = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
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PS1i = R125i.w;
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// 4
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R124i.y = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedVS[10].y) + intBitsToFloat(uf_remappedVS[13].y)));
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R126i.z = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedVS[10].x) + intBitsToFloat(uf_remappedVS[13].x)));
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R126i.x = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
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PS0i = R126i.x;
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// 5
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R123i.x = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(uf_remappedVS[10].z) + intBitsToFloat(uf_remappedVS[13].z)));
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PV1i.x = R123i.x;
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// 6
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R0i.x = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedVS[11].x) + intBitsToFloat(R126i.z)));
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R0i.y = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedVS[11].y) + intBitsToFloat(R124i.y)));
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R0i.z = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedVS[11].z) + intBitsToFloat(PV1i.x)));
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passParameterSem0 = vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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// 0
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}
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