Files
game-cards/.godot/shader_cache/FeedShaderGLES3/beb72044507633304151a0d38f8f31e9afa3b8652e675e2b679defa832b3d329/6bb7c9a2fd1c4a8fa77cb96555b9b4a720209981.cache

30 lines
8.1 KiB
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GLSC% !<21> jx<15>7<EFBFBD>-<2D><><EFBFBD>2<EFBFBD><32>an<00>d<00>% 
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^<5E><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>sourceFeed P<>vertex_attrib P<> <00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
R<><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>uv_interpgl_Position
frag_color <00><><EFBFBD><EFBFBD>P<EFBFBD>vertex_attrib <00><><EFBFBD><EFBFBD>P<EFBFBD>uv_interp
R<>frag_colorS!!NVvp5.0
OPTION NV_internal;
OPTION NV_bindless_texture;
ATTRIB vertex_attrib[] = { vertex.attrib[0..0] };
OUTPUT result_attrib[] = { result.attrib[0..0] };
TEMP T;
MAD.F32 result.attrib[0].xy, vertex.attrib[0], {0.5, 0, 0, 0}.x, {0.5, 0, 0, 0}.x;
MOV.F result.position.xy, vertex.attrib[0];
MOV.F result.position.zw, {1, 0, 0, 0}.x;
END
<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><!!NVfp5.0
OPTION NV_internal;
OPTION NV_gpu_program_fp64;
OPTION NV_bindless_texture;
PARAM c[1] = { program.local[0] };
ATTRIB fragment_attrib[] = { fragment.attrib[0..0] };
LONG TEMP D0;
TEMP T;
OUTPUT result_color0 = result.color;
PK64.U D0.x, c[0];
TEX.F result_color0, fragment.attrib[0], handle(D0.x), 2D;
END
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