Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
217 lines
5 KiB
GLSL
217 lines
5 KiB
GLSL
//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
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//
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// Purpose:
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//
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// Lightmapped surface.
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//
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// diffusemap = albedo (rgba)
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// normalmap = normal (rgb), reflectmask (a)
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//==============================================================================
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!!ver 110
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!!permu FOG
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!!permu BUMP
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!!permu DELUXE
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!!permu LIGHTSTYLED
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!!permu FULLBRIGHT
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!!samps diffuse
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!!samps lightmap
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!!samps =BUMP normalmap reflectcube
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!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
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!!samps =DELUXE deluxemap
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!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
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!!samps =FULLBRIGHT fullbright
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!!permu FAKESHADOWS
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!!cvardf r_glsl_pcf
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!!cvardf r_fullbright
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!!samps =FAKESHADOWS shadowmap
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!!cvardf r_skipDiffuse
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!!cvardf r_skipFullbright
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!!cvardf r_skipNormal
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!!cvardf r_skipEnvmap
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!!cvardf r_skipLightmap
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#include "sys/defs.h"
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// basics
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varying vec2 tex_c;
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varying vec2 lm0;
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// unfortunately we do support lightstyles
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#if defined(LIGHTSTYLED)
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varying vec2 lm1, lm2, lm3;
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#endif
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// useful for terrain blending
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varying vec4 vex_color;
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// dynamic shadows
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#ifdef FAKESHADOWS
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varying vec4 vtexprojcoord;
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#endif
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#ifdef BUMP
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varying vec3 eyevector;
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varying mat3 invsurface;
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#endif
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#ifdef VERTEX_SHADER
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void lightmapped_init(void)
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{
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lm0 = v_lmcoord;
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#if defined(LIGHTSTYLED)
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lm1 = v_lmcoord2;
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lm2 = v_lmcoord3;
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lm3 = v_lmcoord4;
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#endif
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}
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void main ()
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{
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lightmapped_init();
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tex_c = v_texcoord;
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vex_color = v_colour;
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gl_Position = ftetransform();
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#ifdef FAKESHADOWS
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vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
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#endif
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#ifdef BUMP
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot(eyeminusvertex, v_svector.xyz);
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eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
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eyevector.z = dot(eyeminusvertex, v_normal.xyz);
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#include "sys/pcf.h"
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#if defined(LIGHTSTYLED)
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#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
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#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
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#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
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#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
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#else
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#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
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#endif
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#if r_skipLightmap == 0
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vec3 lightmap_fragment()
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{
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vec3 lightmaps;
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#if defined(LIGHTSTYLED)
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lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
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lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
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lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
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lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
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#else
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lightmaps = LIGHTMAP * e_lmscale.rgb;
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#endif
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return (r_fullbright == 1) ? vec3(1.0, 1.0, 1.0) : lightmaps;
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}
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vec3 lightmap_fragment(vec3 normal_f)
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{
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#ifndef DELUXE
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return lightmap_fragment();
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#else
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vec3 lightmaps;
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#if defined(LIGHTSTYLED)
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lightmaps = LIGHTMAP0 * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
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lightmaps += LIGHTMAP1 * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
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lightmaps += LIGHTMAP2 * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
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lightmaps += LIGHTMAP3 * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
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#else
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lightmaps = LIGHTMAP * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
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#endif
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return (r_fullbright == 1) ? vec3(1.0, 1.0, 1.0) : lightmaps;
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#endif
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}
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#else
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vec3 lightmap_fragment()
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{
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return vec3(1.0,1.0,1.0);
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}
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vec3 lightmap_fragment(vec3 normal_f)
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{
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return vec3(1.0,1.0,1.0);
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}
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#endif
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void main (void)
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{
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vec4 diffuse_f;
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float alpha;
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#if r_skipDiffuse == 0
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diffuse_f = texture2D(s_diffuse, tex_c);
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#else
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diffuse_f = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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#ifdef MASK
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// alpha-testing happens here
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if (diffuse_f.a < MASK)
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discard;
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#endif
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#ifdef FAKESHADOWS
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diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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// the lighting stage for the world
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#if defined(BUMP)
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// whether to respect our bump, or to act flat
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#if r_skipNormal == 0
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vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
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diffuse_f.rgb *= lightmap_fragment(normal_f);
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#else
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vec3 normal_f = vec3(0.0, 0.0, 1.0);
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diffuse_f.rgb *= lightmap_fragment();
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#endif
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// environment mapping happens here
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#if r_skipEnvmap == 0
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vec3 cube_c;
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vec3 env_f;
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float refl = texture2D(s_normalmap, tex_c).a;
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cube_c = reflect(normalize(-eyevector), normal_f.rgb);
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cube_c = cube_c.x * invsurface[0] +
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cube_c.y * invsurface[1] +
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cube_c.z * invsurface[2];
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cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
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env_f = textureCube(s_reflectcube, cube_c).rgb * (e_lmscale.rgb * 0.25);
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diffuse_f.rgb = mix(env_f, diffuse_f.rgb, refl);
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#endif
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#else
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diffuse_f.rgb *= lightmap_fragment();
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#endif
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#if defined(FULLBRIGHT) && r_skipFullbright == 0
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diffuse_f.rgb += texture2D(s_fullbright, tex_c).rgb;
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#endif
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// start blend at half-way point
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alpha = vex_color.a * 1.5;
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if (alpha > 1.0)
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alpha = 1.0;
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gl_FragColor = vec4(fog3(diffuse_f.rgb), alpha);
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}
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#endif
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