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Last active June 6, 2020 21:04
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// 0(45) : error C7011: implicit cast from "float" to "int"
#version 120
uniform vec4 vs_uniforms_vec4[12];
uniform float vpFlip;
const vec4 vs_c12 = vec4(0.5, 0.159154935, 0.25, 6.283185478);
const vec4 vs_c13 = vec4(-3.141592739, -0.000000252, 0.00002476, -0.001388839);
const vec4 vs_c14 = vec4(0.041666641, 1.0, 0.0, 0.0);
vec4 vs_r0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
ivec4 vs_a0;
#define ARRAYBASE_4 0
#define vs_c0 vs_uniforms_vec4[4]
#define vs_c1 vs_uniforms_vec4[5]
#define vs_c2 vs_uniforms_vec4[6]
#define vs_c3 vs_uniforms_vec4[7]
#define vs_c4 vs_uniforms_vec4[0]
#define vs_c8 vs_uniforms_vec4[8]
#define vs_c9 vs_uniforms_vec4[9]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c11 vs_uniforms_vec4[11]
attribute vec4 vs_v0;
attribute vec4 vs_v1;
attribute vec4 vs_v2;
attribute vec4 vs_v3;
attribute vec4 vs_v4;
attribute vec4 vs_v5;
attribute vec4 vs_v6;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT0 gl_TexCoord[0]
#define vs_oT1 gl_TexCoord[1]
#define vs_oT2 gl_TexCoord[2]
void main()
{
vs_r0 = vs_v1;
vs_r1.xy = -vs_r0.xy;
vs_r1.xy = vs_r0.zw + vs_r1.xy;
vs_r1.xy = vs_r1.xy;
vs_r1.z = vs_v4.x;
vs_r2.xy = vs_r1.xy;
// here????? 0(45) : error C7011: implicit cast from "float" to "int"
vs_a0.x = vs_r1.z;
vs_r1.zw = vs_uniforms_vec4[ARRAYBASE_4 + vs_a0.x].xy;
vs_r1.zw = vs_r2.xy * vs_r1.zw;
vs_r1.zw = vs_r1.zw;
vs_r1.zw = vs_r1.zw;
vs_r2.xy = vs_v1.xy;
vs_r2.xy = vs_r1.zw + vs_r2.xy;
vs_r3.x = vs_c12.x;
vs_r2.zw = vs_r3.xx * vs_c11.xy;
vs_r2.xy = vs_r2.xy + vs_r2.zw;
vs_oT0.xy = vs_r2.xy;
vs_r3 = vs_v2;
vs_r2.x = vs_v3.x;
vs_r4.xy = -vs_r1.zw;
vs_r1.zw = max(vs_r1.zw, vs_r4.xy);
vs_r4.xy = -vs_r1.xy;
vs_r1.xy = max(vs_r1.xy, vs_r4.xy);
vs_r1.xy = vs_r3.zw * vs_r1.xy;
vs_r1.xy = -vs_r1.xy;
vs_r1.xy = vs_r1.zw + vs_r1.xy;
vs_r1.xy = vs_r3.xy * vs_r1.xy;
vs_r1.xy = vs_r1.xy * vs_c10.xy;
vs_r1.zw = vs_r2.xx * vs_c12.yy;
vs_r1.zw = vs_r1.zw + vs_c12.zx;
vs_r2.xy = fract(vs_r1.zw);
vs_r1.zw = vs_r2.xy * vs_c12.ww;
vs_r1.zw = vs_r1.zw + vs_c13.xx;
vs_r1.zw = vs_r1.zw * vs_r1.zw;
vs_r2.xy = vs_r1.zw * vs_c13.yy;
vs_r2.xy = vs_r2.xy + vs_c13.zz;
vs_r2.xy = vs_r1.zw * vs_r2.xy;
vs_r2.xy = vs_r2.xy + vs_c13.ww;
vs_r2.xy = vs_r1.zw * vs_r2.xy;
vs_r2.xy = vs_r2.xy + vs_c14.xx;
vs_r2.xy = vs_r1.zw * vs_r2.xy;
vs_r2.xy = vs_r2.xy + -vs_c12.xx;
vs_r1.zw = vs_r1.zw * vs_r2.xy;
vs_r1.zw = vs_r1.zw + vs_c14.yy;
vs_r1.z = vs_r1.z;
vs_r1.w = vs_r1.w;
vs_r2.x = vs_r1.x * vs_r1.w;
vs_r2.y = vs_r1.y * vs_r1.z;
vs_r2.y = -vs_r2.y;
vs_r2.x = vs_r2.x + vs_r2.y;
vs_r1.x = vs_r1.x * vs_r1.z;
vs_r1.y = vs_r1.y * vs_r1.w;
vs_r2.y = vs_r1.x + vs_r1.y;
vs_r1.xy = -vs_r2.zw;
vs_r1.zw = vs_r2.xy + vs_r1.xy;
vs_r1.zw = vs_r1.zw;
vs_r2.xy = -vs_c9.xy;
vs_r1.zw = vs_r1.zw + vs_r2.xy;
vs_r1.zw = vs_r1.zw + vs_v0.xy;
vs_r3.xy = vs_r1.zw * vs_c8.xy;
vs_r1.zw = vs_v0.zz * vs_c14.yz;
vs_r3.zw = vs_r1.zw + vs_c14.zy;
vs_oPos.x = dot(vs_r3, vs_c0);
vs_oPos.y = dot(vs_r3, vs_c1);
vs_oPos.z = dot(vs_r3, vs_c2);
vs_oPos.w = dot(vs_r3, vs_c3);
vs_r1.zw = min(vs_r0.zw, vs_r0.xy);
vs_r1.zw = vs_r2.zw + vs_r1.zw;
vs_r0.xy = max(vs_r0.zw, vs_r0.xy);
vs_r0.xy = vs_r1.xy + vs_r0.xy;
vs_oT1.xy = vs_r1.zw;
vs_oT2.xy = vs_r0.xy;
vs_oD0 = vs_v5;
vs_oD1 = vs_v6;
gl_Position.y = gl_Position.y * vpFlip;
gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;
}
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