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((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1)).x;\n tmpvar_4.y = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1)).x;\n vec2 tmpvar_5;\n vec2 tmpvar_6;\n tmpvar_6 = (uv_orig - uv);\n tmpvar_5 = (((uv_orig - \n (tmpvar_6 * 0.4)\n ) + (\n (tmpvar_4 * texsize.zw)\n * 2.0)) + ((\n (texture (sampler_noise_lq, tmpvar_3).xy - 0.5)\n * texsize.zw) * 4.0));\n ret_1.x = (((texture (sampler_main, tmpvar_5).x - \n ((texture (sampler_main, tmpvar_5).x - ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3).x) * 0.02)\n ) - 0.008) + ((texture (sampler_noise_lq, tmpvar_3).x - 0.5) * 0.1));\n ret_1.y = texture (sampler_main, uv).y;\n ret_1.y = (ret_1.y + ((\n (ret_1.y - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).y)\n * 0.1) - 0.015));\n ret_1.z = ((texture (sampler_main, (uv_orig + \n (tmpvar_6 * 0.8)\n )).z * 0.94) - 0.004);\n vec4 tmpvar_7;\n tmpvar_7.w = 1.0;\n tmpvar_7.xyz = ret_1;\n ret = tmpvar_7.xyz;\n }","comp":"float xlat_mutablea;\nfloat xlat_mutableb;\nfloat xlat_mutablec;\n shader_body { \n vec2 uv_1;\n uv_1 = (uv * 2.0);\n vec2 tmpvar_2;\n tmpvar_2 = floor((fract(\n (uv_1 * 0.5)\n ) * 2.0));\n uv_1 = ((fract(uv_1) * (1.0 - tmpvar_2)) + (tmpvar_2 * fract(\n (1.0 - uv_1)\n )));\n uv_1 = ((0.5 + (\n (uv_1 - 0.5)\n * vec2(0.75, -0.9))) - vec2(0.0, 0.05));\n vec3 tmpvar_3;\n tmpvar_3 = (((\n (((texture (sampler_blur3, uv_1).xyz * scale3) + bias3) + ((texture (sampler_blur2, uv_1).xyz * scale2) + bias2))\n + \n ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)\n ) + texture (sampler_main, uv_1).xyz) + 0.04);\n xlat_mutablea = (tmpvar_3.x / 4.0);\n xlat_mutableb = (tmpvar_3.y / 4.0);\n xlat_mutablec = (tmpvar_3.z / 4.0);\n xlat_mutablec = ((xlat_mutablec + xlat_mutableb) - (xlat_mutablec * xlat_mutableb));\n xlat_mutablea = ((xlat_mutablea + xlat_mutablec) - (xlat_mutablea * xlat_mutablec));\n vec3 tmpvar_4;\n tmpvar_4 = vec3((1.4 * xlat_mutablea));\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = ((vec3(4.0, 2.8, 0.0) * (\n (tmpvar_4 * (1.0 - tmpvar_4))\n * \n (1.0 - tmpvar_4)\n )) + ((tmpvar_4 * tmpvar_4) * vec3(-0.3, 0.2, 0.6)));\n ret = tmpvar_5.xyz;\n }"}