mirror of https://github.com/CGAL/cgal
Antialiasing fix
- Changed the vec3 color of the fragment shaders by vec4 color with alpha chanel value of 1.
(cherry picked from commit 81477ddd81)
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1cf09a4317
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0e58dfbd71
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@ -157,11 +157,11 @@ private:
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -377,11 +377,11 @@ private:
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -675,11 +675,11 @@ private:
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"precision mediump float; \n"
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"in vec3 fColors; \n"
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"out vec3 color; \n"
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"out vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4 (fColors, 1.0); \n"
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"} \n"
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};
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@ -170,11 +170,11 @@ private:
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = (fColors, 1.0); \n"
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"} \n"
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};
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@ -58,11 +58,11 @@ void Scene_combinatorial_map_item::compile_shaders(void)
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -461,11 +461,11 @@ void Scene_edit_polyhedron_item::compile_shaders(void)
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"precision mediump float; \n"
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"in vec3 fColors; \n"
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"out vec3 color; \n"
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"out vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -194,11 +194,11 @@ void Scene_implicit_function_item::compile_shaders(void)
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"#version 300 es \n"
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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@ -292,11 +292,11 @@ void Scene_nef_polyhedron_item::compile_shaders(void)
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"precision mediump float; \n"
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"in vec3 fColors; \n"
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"out vec3 color; \n"
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"out vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -63,11 +63,11 @@ void Scene_plane_item::compile_shaders(void)
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"#version 300 es \n"
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -325,11 +325,11 @@ void Scene_points_with_normal_item::compile_shaders(void)
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"precision mediump float; \n"
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"in vec3 fColors; \n"
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"out vec3 color; \n"
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"out vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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@ -195,12 +195,12 @@ Scene_polygon_soup_item::compile_shaders(void)
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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"/* Lighting gestion */ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -521,11 +521,11 @@ Scene_polyhedron_item::compile_shaders(void)
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"precision mediump float; \n"
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"in vec3 fColors; \n"
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"out vec3 color; \n"
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"out vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -134,11 +134,11 @@ void Scene_polyhedron_selection_item::compile_shaders()
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -78,11 +78,11 @@ void Scene_polyhedron_transform_item::compile_shaders()
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -409,11 +409,11 @@ Scene_polylines_item::compile_shaders()
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" \n"
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"in highp vec3 fColors; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = fColors; \n"
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" color = vec4(fColors, 1.0); \n"
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"} \n"
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};
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@ -162,11 +162,11 @@ void Scene_textured_polyhedron_item::compile_shaders(void)
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"in highp vec3 fColors; \n"
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"in highp vec2 f_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"out highp vec3 color; \n"
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"out highp vec4 color; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" color = vec3(texture(s_texture, f_texCoord)) * fColors; \n"
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" color = vec4(vec3(texture(s_texture, f_texCoord))*fColors, 1.0); \n"
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"} \n"
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};
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