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%%DATADIR%%/shaders/compute/auto_exposure/auto_exposure_weighting.glsl %%DATADIR%%/shaders/compute/main/Final_step.glsl %%DATADIR%%/shaders/compute/main/Illumination_step.glsl %%DATADIR%%/shaders/compute/main/Shading_step.glsl %%DATADIR%%/shaders/compute/main/simple_shading.glsl %%DATADIR%%/shaders/compute/multires_marching/MRRM1.glsl %%DATADIR%%/shaders/compute/multires_marching/MRRM2.glsl %%DATADIR%%/shaders/compute/neon/neon_shading.glsl %%DATADIR%%/shaders/compute/noise/noise.glsl %%DATADIR%%/shaders/compute/noise_test.cfg %%DATADIR%%/shaders/compute/original/original_functions.glsl %%DATADIR%%/shaders/compute/original/original_shading.glsl %%DATADIR%%/shaders/compute/post_processing/Bloom_horiz.glsl %%DATADIR%%/shaders/compute/post_processing/Bloom_vertic.glsl %%DATADIR%%/shaders/compute/post_processing/TXAA.glsl %%DATADIR%%/shaders/compute/post_processing/Temporal_Denoiser.glsl %%DATADIR%%/shaders/compute/post_processing/bilateral_filter.glsl %%DATADIR%%/shaders/compute/post_processing/bilateral_filter_wnormals.glsl %%DATADIR%%/shaders/compute/post_processing/downsampling.glsl %%DATADIR%%/shaders/compute/utility/RNG.glsl %%DATADIR%%/shaders/compute/utility/bloom.glsl %%DATADIR%%/shaders/compute/utility/camera.glsl %%DATADIR%%/shaders/compute/utility/compute_shader_header.glsl %%DATADIR%%/shaders/compute/utility/definitions.glsl %%DATADIR%%/shaders/compute/utility/distance_estimators.glsl %%DATADIR%%/shaders/compute/utility/interpolation.glsl %%DATADIR%%/shaders/compute/utility/path_tracing.glsl %%DATADIR%%/shaders/compute/utility/random_stuff.glsl %%DATADIR%%/shaders/compute/utility/ray_marching.glsl %%DATADIR%%/shaders/compute/utility/shading.glsl %%DATADIR%%/shaders/compute/utility/shading_functions.glsl %%DATADIR%%/shaders/compute/utility/uniforms.glsl %%DATADIR%%/shaders/shader_documentation.md %%DATADIR%%/shaders/textures/1.png %%DATADIR%%/shaders/textures/2.png %%DATADIR%%/shaders/textures/readme.txt 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