2012-10-07 23:41:18 -04:00
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#version 120
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uniform float inInit = 13.0;
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2014-02-11 02:06:13 -05:00
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uniform mat4x3 nonSqMat;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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float arr_1[4];
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vec4 v_2;
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float cosPI_3 = -1.0;
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float tmpvar_4;
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tmpvar_4 = -1.0;
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cosPI_3 = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 1.2;
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v_2.x = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = float(5);
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v_2.y = vec2(tmpvar_6).y;
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float tmpvar_7;
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tmpvar_7 = inInit;
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v_2.z = vec3(tmpvar_7).z;
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float tmpvar_8;
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tmpvar_8 = cosPI_3;
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v_2.w = vec4(tmpvar_8).w;
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float tmpvar_9;
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tmpvar_9 = (v_2.x + nonSqMat[0][0]);
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v_2.x = tmpvar_9;
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float tmpvar_10[4];
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tmpvar_10 = float[4](1.0, 2.0, 3.0, 4.0);
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arr_1 = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = (v_2.y + arr_1[0]);
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v_2.y = vec2(tmpvar_11).y;
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float tmpvar_12;
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tmpvar_12 = (v_2.z + float(4));
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v_2.z = vec3(tmpvar_12).z;
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vec4 tmpvar_13;
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tmpvar_13 = v_2;
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gl_FragColor = tmpvar_13;
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}
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