287 lines
15 KiB
Plaintext
287 lines
15 KiB
Plaintext
![]() |
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Cheng/Slash"
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{
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Properties
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{
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[HDR]_Emission_Color("Emission_Color", Color) = (1,1,1,0)
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_EmissionTex("EmissionTex", 2D) = "white" {}
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_Emission("Emission", Float) = 2
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_MainTex("MainTex", 2D) = "white" {}
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_Opacity("Opacity", Float) = 20
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_Dissolve("Dissolve", 2D) = "white" {}
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_Desaturate("Desaturate", Float) = 0
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_MainTex_uvDissolveSpeed("MainTex_uv/DissolveSpeed", Vector) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Transparent" }
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LOD 100
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaToMask Off
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Cull Off
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ColorMask RGBA
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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//only defining to not throw compilation error over Unity 5.5
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_FRAG_COLOR
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 worldPos : TEXCOORD0;
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#endif
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float4 ase_color : COLOR;
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform half4 _Emission_Color;
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uniform half _Emission;
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uniform sampler2D _EmissionTex;
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uniform half4 _EmissionTex_ST;
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uniform half _Desaturate;
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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uniform half _Opacity;
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uniform sampler2D _Dissolve;
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uniform half4 _MainTex_uvDissolveSpeed;
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uniform half4 _Dissolve_ST;
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half3 HSVToRGB( half3 c )
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{
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half4 K = half4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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half3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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half3 RGBToHSV(half3 c)
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{
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half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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half4 p = lerp( half4( c.bg, K.wz ), half4( c.gb, K.xy ), step( c.b, c.g ) );
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half4 q = lerp( half4( p.xyw, c.r ), half4( c.r, p.yzx ), step( p.x, c.r ) );
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half d = q.x - min( q.w, q.y );
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half e = 1.0e-10;
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return half3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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v2f vert ( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.ase_color = v.color;
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o.ase_texcoord1 = v.ase_texcoord1;
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o.ase_texcoord2 = v.ase_texcoord;
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float3 vertexValue = float3(0, 0, 0);
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = vertexValue;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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#endif
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return o;
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}
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fixed4 frag (v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 finalColor;
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#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
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float3 WorldPosition = i.worldPos;
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#endif
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half4 texCoord24 = i.ase_texcoord1;
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texCoord24.xy = i.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
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half Hue50 = texCoord24.z;
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float2 uv_EmissionTex = i.ase_texcoord2.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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half3 hsvTorgb46 = RGBToHSV( tex2D( _EmissionTex, uv_EmissionTex ).rgb );
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half3 hsvTorgb45 = HSVToRGB( half3(( Hue50 + hsvTorgb46.x ),hsvTorgb46.y,hsvTorgb46.z) );
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half3 desaturateInitialColor48 = hsvTorgb45;
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half desaturateDot48 = dot( desaturateInitialColor48, float3( 0.299, 0.587, 0.114 ));
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half3 desaturateVar48 = lerp( desaturateInitialColor48, desaturateDot48.xxx, _Desaturate );
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half4 _Vector1 = half4(-0.3,1,-2,1);
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half3 temp_cast_1 = (_Vector1.x).xxx;
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half3 temp_cast_2 = (_Vector1.y).xxx;
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half3 temp_cast_3 = (_Vector1.z).xxx;
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half3 temp_cast_4 = (_Vector1.w).xxx;
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half3 clampResult36 = clamp( (temp_cast_3 + (desaturateVar48 - temp_cast_1) * (temp_cast_4 - temp_cast_3) / (temp_cast_2 - temp_cast_1)) , float3( 0,0,0 ) , float3( 1,1,1 ) );
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float2 uv_MainTex = i.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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half clampResult7 = clamp( ( tex2D( _MainTex, uv_MainTex ).a * _Opacity ) , 0.0 , 1.0 );
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half2 appendResult25 = (half2(_MainTex_uvDissolveSpeed.z , _MainTex_uvDissolveSpeed.w));
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half4 uvs4_Dissolve = i.ase_texcoord2;
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uvs4_Dissolve.xy = i.ase_texcoord2.xy * _Dissolve_ST.xy + _Dissolve_ST.zw;
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half2 panner26 = ( 1.0 * _Time.y * appendResult25 + uvs4_Dissolve.xy);
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half2 break30 = panner26;
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half2 appendResult33 = (half2(break30.x , ( break30.y + texCoord24.w )));
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half T19 = uvs4_Dissolve.w;
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half W18 = uvs4_Dissolve.z;
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half3 _Vector0 = half3(0.5,0,1);
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half ifLocalVar15 = 0;
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if( ( tex2D( _Dissolve, appendResult33 ).r * T19 ) >= W18 )
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ifLocalVar15 = _Vector0.y;
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else
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ifLocalVar15 = _Vector0.z;
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half4 appendResult2 = (half4(( ( _Emission_Color * i.ase_color ) + ( _Emission * half4( clampResult36 , 0.0 ) * i.ase_color ) ).rgb , ( i.ase_color.a * clampResult7 * ifLocalVar15 )));
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finalColor = appendResult2;
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18800
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818;244;1357;1096;1911.016;410.2205;1;True;False
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Node;AmplifyShaderEditor.TextureCoordinatesNode;24;-1306.593,589.397;Inherit;False;1;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.Vector4Node;22;-1771.793,36.29691;Inherit;False;Property;_MainTex_uvDissolveSpeed;MainTex_uv/DissolveSpeed;7;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,1.2,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RegisterLocalVarNode;50;-1041.764,628.6923;Inherit;False;Hue;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;25;-1319.193,325.8968;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;35;-1500.84,-524.1641;Inherit;True;Property;_EmissionTex;EmissionTex;1;0;Create;True;0;0;0;False;0;False;-1;None;e5a2c1e3642ca7d44b2431d3ca90ffaf;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;17;-1354.593,134.4971;Inherit;False;0;10;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.PannerNode;26;-1013.493,361.4971;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RGBToHSVNode;46;-1163.84,-504.1642;Inherit;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.GetLocalVarNode;51;-1140.668,-595.6877;Inherit;False;50;Hue;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.BreakToComponentsNode;30;-802.7396,510.8361;Inherit;False;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
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Node;AmplifyShaderEditor.SimpleAddOpNode;47;-925.3396,-517.3647;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.HSVToRGBNode;45;-771.0396,-509.5639;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.RangedFloatNode;49;-762.3945,-339.4625;Inherit;False;Property;_Desaturate;Desaturate;6;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;34;-611.6396,614.236;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;33;-505.3397,494.4361;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;19;-1030.792,259.1971;Inherit;False;T;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DesaturateOpNode;48;-467.2945,-514.9625;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.Vector4Node;39;-479.6395,-402.6642;Inherit;False;Constant;_Vector1;Vector 1;5;0;Create;True;0;0;0;False;0;False;-0.3,1,-2,1;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;4;-548.4999,-58.7;Inherit;True;Property;_MainTex;MainTex;3;0;Create;True;0;0;0;False;0;False;-1;None;935ddd5c7d5944747bfc567c825c3c93;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;9;-477.5,195.3;Inherit;False;Property;_Opacity;Opacity;4;0;Create;True;0;0;0;False;0;False;20;20;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;10;-270.1389,339.1459;Inherit;True;Property;_Dissolve;Dissolve;5;0;Create;True;0;0;0;False;0;False;-1;None;ae9ab36d05cebde459f8dcc59764e871;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RegisterLocalVarNode;18;-1038.792,183.1971;Inherit;False;W;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;21;24.30774,490.3969;Inherit;False;19;T;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;38;-197.1396,-396.064;Inherit;False;5;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;1,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;1,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;41;41.86035,-454.064;Inherit;False;Property;_Emission;Emission;2;0;Create;True;0;0;0;False;0;False;2;3;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;156.561,382.2459;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;20;12.30774,564.3969;Inherit;False;18;W;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexColorNode;3;-412.5,-223.7;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.ClampOpNode;36;29.86035,-357.064;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;1,1,1;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.Vector3Node;14;25.56104,677.2459;Inherit;False;Constant;_Vector0;Vector 0;3;0;Create;True;0;0;0;False;0;False;0.5,0,1;0.3,0,1;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-192.5,111.3;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.ColorNode;44;42.56035,-632.064;Inherit;False;Property;_Emission_Color;Emission_Color;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,0;0,0.03899378,0.2075472,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;297.8604,-238.064;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;43;298.8604,-425.064;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.ClampOpNode;7;13.5,112.3;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.ConditionalIfNode;15;326.561,388.2459;Inherit;False;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;42;538.8604,-360.064;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;273.5,52.3;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.DynamicAppendNode;2;784.5,-242.7;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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|
Node;AmplifyShaderEditor.DynamicAppendNode;23;-1363.893,9.696869;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;1041.813,-239.4747;Half;False;True;-1;2;ASEMaterialInspector;100;1;Cheng/Slash;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;True;0;False;-1;True;2;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;False;0
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WireConnection;50;0;24;3
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WireConnection;25;0;22;3
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WireConnection;25;1;22;4
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WireConnection;26;0;17;0
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WireConnection;26;2;25;0
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WireConnection;46;0;35;0
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WireConnection;30;0;26;0
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WireConnection;47;0;51;0
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WireConnection;47;1;46;1
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||
|
WireConnection;45;0;47;0
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WireConnection;45;1;46;2
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||
|
WireConnection;45;2;46;3
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||
|
WireConnection;34;0;30;1
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||
|
WireConnection;34;1;24;4
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||
|
WireConnection;33;0;30;0
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WireConnection;33;1;34;0
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WireConnection;19;0;17;4
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WireConnection;48;0;45;0
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WireConnection;48;1;49;0
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WireConnection;10;1;33;0
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WireConnection;18;0;17;3
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WireConnection;38;0;48;0
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WireConnection;38;1;39;1
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WireConnection;38;2;39;2
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||
|
WireConnection;38;3;39;3
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||
|
WireConnection;38;4;39;4
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||
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WireConnection;11;0;10;1
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WireConnection;11;1;21;0
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WireConnection;36;0;38;0
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WireConnection;8;0;4;4
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WireConnection;8;1;9;0
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WireConnection;40;0;41;0
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WireConnection;40;1;36;0
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WireConnection;40;2;3;0
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WireConnection;43;0;44;0
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WireConnection;43;1;3;0
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WireConnection;7;0;8;0
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WireConnection;15;0;11;0
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WireConnection;15;1;20;0
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WireConnection;15;2;14;2
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WireConnection;15;3;14;2
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WireConnection;15;4;14;3
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WireConnection;42;0;43;0
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WireConnection;42;1;40;0
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WireConnection;5;0;3;4
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WireConnection;5;1;7;0
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WireConnection;5;2;15;0
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WireConnection;2;0;42;0
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WireConnection;2;3;5;0
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WireConnection;23;0;22;1
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||
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WireConnection;23;1;22;2
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|
WireConnection;1;0;2;0
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||
|
ASEEND*/
|
||
|
//CHKSM=918BA9DB91C3214A914F562973E995CD1D3F20E5
|