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197 lines
8.2 KiB
197 lines
8.2 KiB
4 months ago
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hlsl.whileLoop.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' ( in 4-component vector of float)
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0:? Sequence
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0:3 Loop with condition tested first
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0:3 Loop Condition
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0:3 any ( temp bool)
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0:3 NotEqual ( temp 4-component vector of bool)
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0:3 'input' ( in 4-component vector of float)
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0:3 'input' ( in 4-component vector of float)
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0:3 Loop Body
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 'input' ( in 4-component vector of float)
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0:4 Loop with condition tested first
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0:4 Loop Condition
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0:4 Constant:
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0:4 false (const bool)
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0:4 No loop body
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0:5 Loop with condition tested first: Unroll
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0:5 Loop Condition
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0:5 Constant:
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0:5 false (const bool)
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0:5 No loop body
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0:6 Loop with condition tested first
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0:6 Loop Condition
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0:6 Constant:
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0:6 false (const bool)
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0:6 No loop body
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' ( in 4-component vector of float)
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0:? Sequence
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0:3 Loop with condition tested first
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0:3 Loop Condition
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0:3 any ( temp bool)
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0:3 NotEqual ( temp 4-component vector of bool)
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0:3 'input' ( in 4-component vector of float)
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0:3 'input' ( in 4-component vector of float)
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0:3 Loop Body
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 'input' ( in 4-component vector of float)
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0:4 Loop with condition tested first
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0:4 Loop Condition
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0:4 Constant:
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0:4 false (const bool)
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0:4 No loop body
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0:5 Loop with condition tested first: Unroll
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0:5 Loop Condition
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0:5 Constant:
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0:5 false (const bool)
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0:5 No loop body
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0:6 Loop with condition tested first
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0:6 Loop Condition
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0:6 Constant:
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0:6 false (const bool)
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0:6 No loop body
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 52
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 45 48
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 11 "@PixelShaderFunction(vf4;"
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Name 10 "input"
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Name 43 "input"
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Name 45 "input"
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Name 48 "@entryPointOutput"
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Name 49 "param"
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Decorate 45(input) Location 0
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Decorate 48(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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20: TypeBool
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21: TypeVector 20(bool) 4
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31: 20(bool) ConstantFalse
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44: TypePointer Input 7(fvec4)
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45(input): 44(ptr) Variable Input
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47: TypePointer Output 7(fvec4)
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48(@entryPointOutput): 47(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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43(input): 8(ptr) Variable Function
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49(param): 8(ptr) Variable Function
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46: 7(fvec4) Load 45(input)
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Store 43(input) 46
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50: 7(fvec4) Load 43(input)
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Store 49(param) 50
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51: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 49(param)
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Store 48(@entryPointOutput) 51
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Return
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FunctionEnd
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11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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Branch 13
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13: Label
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LoopMerge 15 16 None
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Branch 17
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17: Label
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18: 7(fvec4) Load 10(input)
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19: 7(fvec4) Load 10(input)
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22: 21(bvec4) FUnordNotEqual 18 19
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23: 20(bool) Any 22
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BranchConditional 23 14 15
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14: Label
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24: 7(fvec4) Load 10(input)
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ReturnValue 24
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16: Label
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Branch 13
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15: Label
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Branch 26
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26: Label
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LoopMerge 28 29 None
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Branch 30
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30: Label
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BranchConditional 31 27 28
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27: Label
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Branch 29
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29: Label
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Branch 26
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28: Label
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Branch 32
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32: Label
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LoopMerge 34 35 Unroll
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Branch 36
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36: Label
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BranchConditional 31 33 34
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33: Label
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Branch 35
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35: Label
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Branch 32
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34: Label
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Branch 37
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37: Label
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LoopMerge 39 40 None
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Branch 41
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41: Label
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BranchConditional 31 38 39
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38: Label
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Branch 40
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40: Label
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Branch 37
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39: Label
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42: 7(fvec4) Undef
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ReturnValue 42
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FunctionEnd
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