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varying vec2 texcoord;
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flat varying vec3 zMults;
uniform float far;
uniform float near;
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flat varying vec2 TAA_Offset;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
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TAA_Offset = offsets[framemod8];
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zMults = vec3(1.0/(far * near),far+near,far-near);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
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}