2012-04-03 23:30:07 -04:00
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uniform vec4 _CenterRadius;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = (gl_MultiTexCoord0.xy - _CenterRadius.xy);
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vec4 tmpvar_2;
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tmpvar_2.zw = vec2(0.0, 0.0);
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2014-02-11 02:06:13 -05:00
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tmpvar_2.xy = tmpvar_1;
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2012-04-03 23:30:07 -04:00
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 tmpvar_3;
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tmpvar_3.zw = vec2(0.0, 0.0);
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tmpvar_3.xy = (gl_TextureMatrix[0] * tmpvar_2).xy;
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gl_TexCoord[0] = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = tmpvar_1;
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gl_TexCoord[1] = tmpvar_4;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 2, stats: 6 alu 0 tex 0 flow
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