32 lines
		
	
	
		
			1004 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			1004 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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#version 100
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attribute vec3 vertexPosition;
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attribute vec2 texPosition;
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attribute vec4 vertexColor;
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uniform mat4 projectionMatrix;
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varying vec2 texCoord;
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varying vec4 color;
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void kore() {
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	gl_Position = projectionMatrix * vec4(vertexPosition, 1.0);
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	texCoord = texPosition;
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	color = vertexColor;
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}
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*/
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/*void main(float4 in a_Position : POSITION, float2 in a_TexCoord : TEXCOORD0, float4 out v_Position : POSITION, float2 out v_TexCoord : TEXCOORD0, uniform float4x4 WorldViewProj) {
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	v_Position = mul(a_Position, WorldViewProj);
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	v_TexCoord  = a_TexCoord;
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}*/
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void main(
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	float3 in vertexPosition : TEXCOORD0, float2 in texPosition : TEXCOORD1, float4 in vertexColor : TEXCOORD2,
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	float4 out gl_Position : POSITION, float2 out texCoord : TEXCOORD0, float4 out color : TEXCOORD1,
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	uniform float4x4 projectionMatrix) {
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	gl_Position = mul(transpose(projectionMatrix), float4(vertexPosition, 1.0));
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	gl_Position.z = 0.5;
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	texCoord = texPosition;
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	color = vertexColor;
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}
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