187 lines
7.7 KiB
Plaintext
187 lines
7.7 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 "VFX/Fresnel_UV_Add"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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[HDR]_MianColor("MianColor", Color) = (1,1,1,1)
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_Fresnel_V("Fresnel_V", Float) = 3.88
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_Tex_U("Tex_U", Float) = 0
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_Tex_V("Tex_V", Float) = 0
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_Mask("Mask", 2D) = "white" {}
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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" }
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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 One One
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Cull Back
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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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#define ASE_NEEDS_FRAG_WORLD_POSITION
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 ase_texcoord : TEXCOORD0;
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float3 ase_normal : NORMAL;
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_color : COLOR;
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float4 ase_texcoord2 : TEXCOORD2;
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};
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uniform float4 _MianColor;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Tex_U;
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uniform float _Tex_V;
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uniform float _Fresnel_V;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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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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float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
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o.ase_texcoord2.xyz = ase_worldNormal;
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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o.ase_color = v.color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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o.ase_texcoord2.w = 0;
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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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float2 uv0_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 appendResult25 = (float2(_Tex_U , _Tex_V));
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float3 ase_worldViewDir = UnityWorldSpaceViewDir(WorldPosition);
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ase_worldViewDir = normalize(ase_worldViewDir);
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float3 ase_worldNormal = i.ase_texcoord2.xyz;
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float fresnelNdotV20 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode20 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV20, _Fresnel_V ) );
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float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
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finalColor = ( ( _MianColor * tex2D( _MainTex, ( uv0_MainTex + ( appendResult25 * _Time.y ) ) ) * i.ase_color * i.ase_color.a ) * fresnelNode20 * tex2D( _Mask, uv_Mask ).r );
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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=18100
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2673;239;2546;1352;970.791;86.371;1;True;True
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Node;AmplifyShaderEditor.RangedFloatNode;23;-1323.964,262.6575;Inherit;False;Property;_Tex_V;Tex_V;4;0;Create;True;0;0;False;0;False;0;0.1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;24;-1319.963,176.6578;Inherit;False;Property;_Tex_U;Tex_U;3;0;Create;True;0;0;False;0;False;0;0.15;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TimeNode;26;-1199.51,349.9175;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;25;-1100.21,226.2176;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.SimpleMultiplyOpNode;27;-888.7102,270.7166;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;28;-1018.759,64.98595;Inherit;False;0;4;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;29;-618.1089,186.4168;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;4;-450.5,159.5;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;False;-1;None;4562c6563747c2b48847df45faee0268;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;21;-387.0323,594.6528;Inherit;False;Property;_Fresnel_V;Fresnel_V;2;0;Create;True;0;0;False;0;False;3.88;3;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexColorNode;5;-394.5,375.5;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;3;-398.5,-56.5;Inherit;False;Property;_MianColor;MianColor;1;1;[HDR];Create;True;0;0;False;0;False;1,1,1,1;2,2,2,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.FresnelNode;20;-61.349,504.8966;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-3.5,191.5;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;32;-70.79102,840.629;Inherit;True;Property;_Mask;Mask;5;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;31;426.9678,327.6528;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;30;651,325;Float;False;True;-1;2;ASEMaterialInspector;100;1;VFX/Fresnel_UV_Add;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;4;1;False;-1;1;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;0;False;-1;True;True;True;True;True;0;False;-1;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;1;RenderType=Opaque=RenderType;True;2;0;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;;0
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WireConnection;25;0;24;0
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WireConnection;25;1;23;0
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WireConnection;27;0;25;0
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WireConnection;27;1;26;2
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WireConnection;29;0;28;0
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WireConnection;29;1;27;0
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WireConnection;4;1;29;0
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WireConnection;20;3;21;0
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WireConnection;6;0;3;0
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WireConnection;6;1;4;0
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WireConnection;6;2;5;0
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WireConnection;6;3;5;4
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WireConnection;31;0;6;0
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WireConnection;31;1;20;0
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WireConnection;31;2;32;1
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WireConnection;30;0;31;0
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ASEEND*/
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//CHKSM=6F0715792C8A5341D4C033719F0EF575CF056382
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