2012-04-03 23:30:07 -04:00
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uniform mat4 mvp;
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2014-02-11 02:06:13 -05:00
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uniform mat3 m3a;
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uniform mat3 m3b;
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uniform mat3 m3c;
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uniform vec4 v3a;
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uniform vec4 v3b;
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uniform vec4 v3c;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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gl_Position = (mvp * gl_Vertex);
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vec4 tmpvar_1;
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tmpvar_1.w = 1.0;
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2014-02-11 02:06:13 -05:00
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tmpvar_1.xyz = (((m3a *
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(gl_Vertex.xyz - v3a.xyz)
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) + (m3b *
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(gl_Vertex.xyz - (mvp * v3b).xyz)
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)) + (m3c * (gl_Vertex.xyz - v3c.xyz)));
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2012-04-03 23:30:07 -04:00
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gl_FrontColor = tmpvar_1;
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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: 11 alu 0 tex 0 flow
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// inputs: 1
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// #0: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 7 (total size: 0)
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// #0: mvp (high float) 4x4 [-1]
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// #1: m3a (high float) 3x3 [-1]
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// #2: m3b (high float) 3x3 [-1]
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// #3: m3c (high float) 3x3 [-1]
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// #4: v3a (high float) 4x1 [-1]
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// #5: v3b (high float) 4x1 [-1]
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// #6: v3c (high float) 4x1 [-1]
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