2012-04-03 23:30:07 -04:00
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uniform vec4 v3c;
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uniform vec4 v3b;
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uniform vec4 v3a;
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uniform mat3 m3c;
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uniform mat3 m3b;
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uniform mat3 m3a;
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uniform mat4 mvp;
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void main ()
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{
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2012-10-07 23:41:18 -04:00
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vec3 rc_1;
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vec3 rb_2;
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vec3 tb_3;
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vec3 ra_4;
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vec3 ta_5;
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vec4 tmpvar_6;
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tmpvar_6 = (mvp * gl_Vertex);
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gl_Position = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = -((v3a.xyz - gl_Vertex.xyz));
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ta_5 = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = (m3a * ta_5);
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ra_4 = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = -(((mvp * v3b).xyz - gl_Vertex.xyz));
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tb_3 = tmpvar_9;
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vec3 tmpvar_10;
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tmpvar_10 = (m3b * tb_3);
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rb_2 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = (m3c * -((v3c.xyz - gl_Vertex.xyz)));
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rc_1 = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12.w = 1.0;
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tmpvar_12.xyz = ((ra_4 + rb_2) + rc_1).xyz;
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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gl_FrontColor = tmpvar_13;
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2012-04-03 23:30:07 -04:00
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}
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