//generated for tooltip shader by Godlander
vec2 pad = vec2(1,1);
ivec3 sizes = ivec3(1,1,1);
uint base = 0xffu;
uint[] tl = uint[](0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu);
uint[] tr = uint[](0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu);
uint[] bl = uint[](0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu);
uint[] br = uint[](0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu,0xffu);
uint[] t = uint[](0xffu,0xffu,0xffu);
uint[] l = uint[](0xffu,0xffu,0xffu);
uint[] r = uint[](0xffu,0xffu,0xffu);
uint[] b = uint[](0xffu,0xffu,0xffu);
