2012-10-07 23:41:18 -04:00
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#version 140
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uniform vec2 p;
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2014-02-11 02:06:13 -05:00
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in vec4 position;
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out vec4 col;
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flat out ivec4 colint;
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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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vec4 tmpvar_1;
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tmpvar_1.zw = vec2(0.0, 0.0);
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tmpvar_1.xy = p;
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gl_Position = (tmpvar_1 + position);
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colint.x = gl_VertexID;
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colint.y = (gl_InstanceID ^ gl_InstanceID);
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colint.z = (gl_InstanceID << 2);
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colint.w = (gl_VertexID + colint.y);
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col.x = trunc(position.x);
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2014-10-11 15:32:43 -04:00
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float tmpvar_2;
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tmpvar_2 = roundEven(position.y);
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col.y = tmpvar_2;
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col.z = tmpvar_2;
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2014-02-11 02:06:13 -05:00
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col.w = (0.5 * (exp(position.w) + exp(
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-(position.w)
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)));
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2012-10-07 23:41:18 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 12 alu 0 tex 0 flow
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// inputs: 1
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// #0: position (high float) 4x1 [-1]
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// uniforms: 1 (total size: 0)
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// #0: p (high float) 2x1 [-1]
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