@@ -30,16 +30,16 @@ fn main_1() {
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let _e11 = Vertex_Normal_1 ;
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v_Normal = (_e10 * vec4 <f32 >(_e11 . x , _e11 . y , _e11 . z , 1f )). xyz ;
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let _e19 = global_1 . Model ;
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- let _e29 = Vertex_Normal_1 ;
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- v_Normal = (mat3x3 <f32 >(_e19 [0 ]. xyz , _e19 [1 ]. xyz , _e19 [2 ]. xyz ) * _e29 );
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- let _e31 = global_1 . Model ;
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- let _e32 = Vertex_Position_1 ;
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- v_Position = (_e31 * vec4 <f32 >(_e32 . x , _e32 . y , _e32 . z , 1f )). xyz ;
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- let _e40 = Vertex_Uv_1 ;
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- v_Uv = _e40 ;
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- let _e42 = global . ViewProj ;
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- let _e43 = v_Position ;
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- gl_Position = (_e42 * vec4 <f32 >(_e43 . x , _e43 . y , _e43 . z , 1f ));
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+ let _e27 = Vertex_Normal_1 ;
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+ v_Normal = (mat3x3 <f32 >(_e19 [0 ]. xyz , _e19 [1 ]. xyz , _e19 [2 ]. xyz ) * _e27 );
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+ let _e29 = global_1 . Model ;
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+ let _e30 = Vertex_Position_1 ;
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+ v_Position = (_e29 * vec4 <f32 >(_e30 . x , _e30 . y , _e30 . z , 1f )). xyz ;
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+ let _e38 = Vertex_Uv_1 ;
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+ v_Uv = _e38 ;
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+ let _e40 = global . ViewProj ;
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+ let _e41 = v_Position ;
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+ gl_Position = (_e40 * vec4 <f32 >(_e41 . x , _e41 . y , _e41 . z , 1f ));
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return ;
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}
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@@ -49,9 +49,9 @@ fn main(@location(0) Vertex_Position: vec3<f32>, @location(1) Vertex_Normal: vec
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Vertex_Normal_1 = Vertex_Normal ;
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Vertex_Uv_1 = Vertex_Uv ;
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main_1 ();
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- let _e23 = v_Position ;
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- let _e25 = v_Normal ;
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- let _e27 = v_Uv ;
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- let _e29 = gl_Position ;
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- return VertexOutput (_e23 , _e25 , _e27 , _e29 );
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+ let _e7 = v_Position ;
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+ let _e9 = v_Normal ;
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+ let _e11 = v_Uv ;
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+ let _e13 = gl_Position ;
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+ return VertexOutput (_e7 , _e9 , _e11 , _e13 );
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}
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