mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Cleanup.
This commit is contained in:
@@ -13,10 +13,10 @@ void main()
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vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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vec4 normal = a_normal * 2.0 - 1.0;
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vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
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vec4 tangent = a_tangent * 2.0f - 1.0f;
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vec4 tangent = a_tangent * 2.0 - 1.0;
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vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
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vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
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@@ -19,10 +19,10 @@ void main()
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vec3 wpos = instMul(model, vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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vec4 normal = a_normal * 2.0 - 1.0;
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vec3 wnormal = instMul(model, vec4(normal.xyz, 0.0) ).xyz;
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vec4 tangent = a_tangent * 2.0f - 1.0f;
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vec4 tangent = a_tangent * 2.0 - 1.0;
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vec3 wtangent = instMul(model, vec4(tangent.xyz, 0.0) ).xyz;
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vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
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@@ -12,7 +12,7 @@ void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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vec4 normal = a_normal * 2.0 - 1.0;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
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}
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@@ -12,9 +12,9 @@ void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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vec4 normal = a_normal * 2.0 - 1.0;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
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v_texcoord0 = a_texcoord0;
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v_texcoord0 = a_texcoord0;
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}
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@@ -12,7 +12,7 @@ void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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vec4 normal = a_normal * 2.0 - 1.0;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
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}
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@@ -12,9 +12,9 @@ void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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vec4 normal = a_normal * 2.0 - 1.0;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
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v_texcoord0 = a_texcoord0;
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}
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@@ -34,8 +34,8 @@ vec3 fresnel(vec3 _cspec, float _dot)
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void main()
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{
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vec3 light = vec3(0.0f, 0.0f, -1.0f);
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vec3 clight = vec3(1.0f, 1.0f, 1.0f);
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vec3 light = vec3(0.0, 0.0, -1.0);
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vec3 clight = vec3(1.0, 1.0, 1.0);
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vec3 v = v_view;
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vec3 n = normalize(v_normal);
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@@ -13,10 +13,10 @@ void main()
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vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
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vec4 normal = a_normal * 2.0f - 1.0f;
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vec4 normal = a_normal * 2.0 - 1.0;
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vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
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vec4 tangent = a_tangent * 2.0f - 1.0f;
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vec4 tangent = a_tangent * 2.0 - 1.0;
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vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
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vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
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@@ -28,7 +28,7 @@ static const uint8_t fs_ocornut_imgui_dx9[225] =
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0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, // (R) HLSL Shader
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0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, // Compiler 9.29.9
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0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, // 52.3111.........
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0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x03, 0x90, // ................
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0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0x90, // ................
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0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, // ............B...
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0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, // ................
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0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, // ................
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@@ -37,13 +37,13 @@ static const uint8_t fs_ocornut_imgui_dx9[225] =
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static const uint8_t fs_ocornut_imgui_dx11[384] =
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{
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0x46, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x70, 0x01, 0x44, 0x58, 0x42, 0x43, // FSH.......p.DXBC
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0xf2, 0xc2, 0x2e, 0xfd, 0x55, 0x43, 0x7f, 0x54, 0xce, 0xa4, 0x50, 0xb1, 0xd0, 0xd4, 0xc3, 0x31, // ....UC.T..P....1
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0xbe, 0x78, 0xe7, 0xa5, 0x19, 0x0c, 0x70, 0xeb, 0x4c, 0xb1, 0xac, 0x1f, 0x16, 0x84, 0xe9, 0x97, // .x....p.L.......
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0x01, 0x00, 0x00, 0x00, 0x70, 0x01, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, // ....p.......,...
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0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, // ........ISGNl...
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0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........P.......
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0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, // ................
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0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, // ................
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0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, // ........b.......
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0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........b.......
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0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, // ................
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0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, // SV_POSITION.COLO
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0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, // R.TEXCOORD..OSGN
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@@ -5,7 +5,7 @@ static const uint8_t vs_ocornut_imgui_glsl[497] =
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0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // ttribute highp v
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0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, // ec4 a_color0;.at
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0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, // tribute highp ve
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0x63, 0x32, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, // c2 a_position;.a
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0x63, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, // c3 a_position;.a
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0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // ttribute highp v
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0x65, 0x63, 0x32, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, // ec2 a_texcoord0;
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0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // .varying highp v
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@@ -51,7 +51,7 @@ static const uint8_t vs_ocornut_imgui_dx9[390] =
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0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, // ................
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0x02, 0x05, 0x00, 0x00, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, // ................
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0x80, 0x00, 0x00, 0x0f, 0xe0, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, // ................
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0xe0, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x03, 0xe0, 0x06, 0x00, 0x00, // ................
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0xe0, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x02, 0x00, 0x03, 0xe0, 0x06, 0x00, 0x00, // ................
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0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x06, // ................
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0x80, 0x01, 0x00, 0xd0, 0x90, 0x01, 0x00, 0xd0, 0x90, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, // ................
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0xe0, 0x00, 0x00, 0x55, 0x80, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x06, 0x00, 0x00, // ...U............
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@@ -65,20 +65,20 @@ static const uint8_t vs_ocornut_imgui_dx11[623] =
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{
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0x56, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0a, 0x75, 0x5f, 0x76, 0x69, 0x65, // VSH........u_vie
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0x77, 0x52, 0x65, 0x63, 0x74, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x48, 0x02, 0x44, 0x58, 0x42, // wRect......H.DXB
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0x43, 0xa4, 0x1b, 0x8e, 0xfd, 0x01, 0xa3, 0xc6, 0xc2, 0xb2, 0x49, 0xbe, 0x55, 0x90, 0x18, 0x07, // C.........I.U...
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0x7b, 0x01, 0x00, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, // {....H.......,..
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0x43, 0x55, 0x45, 0x08, 0x05, 0x88, 0xdd, 0x95, 0xca, 0x58, 0x61, 0x97, 0xdb, 0x69, 0xf1, 0x37, // CUE......Xa..i.7
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0x32, 0x01, 0x00, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, // 2....H.......,..
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0x00, 0x9c, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x68, 0x00, 0x00, // .........ISGNh..
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0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........P......
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0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, // ................
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0x00, 0x56, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // .V..............
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0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........._......
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0x00, 0x01, 0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........._......
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0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, // ................
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0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, // .COLOR.POSITION.
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0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, // TEXCOORD.OSGNl..
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0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........P......
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0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, // ................
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0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
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0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .........b......
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0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........b......
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0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, // ................
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0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, // .SV_POSITION.COL
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0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x53, 0x48, 0x44, // OR.TEXCOORD..SHD
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