mirror of https://github.com/CGAL/cgal
Remove remaining #version from compatibility glsl and use compatibility shaders in basic_viewer
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713c672326
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f39fce13e3
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@ -141,6 +141,89 @@ const char fragment_source_p_l[] =
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"} \n"
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"} \n"
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"\n"
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"\n"
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};
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};
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//------------------------------------------------------------------------------
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// compatibility shaders
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const char vertex_source_color_comp[] =
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{
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"attribute highp vec4 vertex;\n"
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"attribute highp vec3 normal;\n"
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"attribute highp vec3 color;\n"
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"uniform highp mat4 mvp_matrix;\n"
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"uniform highp mat4 mv_matrix; \n"
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"varying highp vec4 fP; \n"
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"varying highp vec3 fN; \n"
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"varying highp vec4 fColor; \n"
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"uniform highp float point_size; \n"
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"void main(void)\n"
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"{\n"
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" fP = mv_matrix * vertex; \n"
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" fN = mat3(mv_matrix)* normal; \n"
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" fColor = vec4(color, 1.0); \n"
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" gl_PointSize = point_size;\n"
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" gl_Position = mvp_matrix * vertex;\n"
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"}"
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};
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const char fragment_source_color_comp[] =
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{
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"varying highp vec4 fP; \n"
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"varying highp vec3 fN; \n"
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"varying highp vec4 fColor; \n"
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"uniform vec4 light_pos; \n"
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"uniform vec4 light_diff; \n"
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"uniform vec4 light_spec; \n"
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"uniform vec4 light_amb; \n"
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"uniform float spec_power ; \n"
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"void main(void) { \n"
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" vec3 L = light_pos.xyz - fP.xyz; \n"
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" vec3 V = -fP.xyz; \n"
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" vec3 N = normalize(fN); \n"
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" L = normalize(L); \n"
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" V = normalize(V); \n"
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" vec3 R = reflect(-L, N); \n"
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" vec4 diffuse = max(dot(N,L), 0.0) * light_diff * fColor; \n"
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" vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec; \n"
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"gl_FragColor = light_amb*fColor + diffuse ; \n"
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"} \n"
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"\n"
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};
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const char vertex_source_p_l_comp[] =
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{
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"attribute highp vec4 vertex;\n"
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"attribute highp vec3 color;\n"
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"uniform highp mat4 mvp_matrix;\n"
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"varying highp vec4 fColor; \n"
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"uniform highp float point_size; \n"
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"void main(void)\n"
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"{\n"
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" gl_PointSize = point_size;\n"
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" fColor = vec4(color, 1.0); \n"
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" gl_Position = mvp_matrix * vertex;\n"
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"}"
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};
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const char fragment_source_p_l_comp[] =
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{
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"varying highp vec4 fColor; \n"
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"void main(void) { \n"
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"gl_FragColor = fColor; \n"
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"} \n"
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"\n"
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};
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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inline CGAL::Color get_random_color(CGAL::Random& random)
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inline CGAL::Color get_random_color(CGAL::Random& random)
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{
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{
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@ -344,12 +427,21 @@ protected:
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}
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}
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// Vertices and segments shader
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// Vertices and segments shader
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const char* source_ = isOpenGL_4_3()
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? vertex_source_p_l
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: vertex_source_p_l_comp;
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QOpenGLShader *vertex_shader_p_l = new QOpenGLShader(QOpenGLShader::Vertex);
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QOpenGLShader *vertex_shader_p_l = new QOpenGLShader(QOpenGLShader::Vertex);
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if(!vertex_shader_p_l->compileSourceCode(vertex_source_p_l))
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if(!vertex_shader_p_l->compileSourceCode(source_))
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{ std::cerr<<"Compiling vertex source FAILED"<<std::endl; }
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{ std::cerr<<"Compiling vertex source FAILED"<<std::endl; }
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source_ = isOpenGL_4_3()
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? fragment_source_p_l
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: fragment_source_p_l_comp;
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QOpenGLShader *fragment_shader_p_l= new QOpenGLShader(QOpenGLShader::Fragment);
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QOpenGLShader *fragment_shader_p_l= new QOpenGLShader(QOpenGLShader::Fragment);
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if(!fragment_shader_p_l->compileSourceCode(fragment_source_p_l))
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if(!fragment_shader_p_l->compileSourceCode(source_))
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{ std::cerr<<"Compiling fragmentsource FAILED"<<std::endl; }
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{ std::cerr<<"Compiling fragmentsource FAILED"<<std::endl; }
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if(!rendering_program_p_l.addShader(vertex_shader_p_l))
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if(!rendering_program_p_l.addShader(vertex_shader_p_l))
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@ -360,10 +452,19 @@ protected:
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{ std::cerr<<"linking Program FAILED"<<std::endl; }
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{ std::cerr<<"linking Program FAILED"<<std::endl; }
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// Faces shader
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// Faces shader
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source_ = isOpenGL_4_3()
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? vertex_source_color
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: vertex_source_color_comp;
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QOpenGLShader *vertex_shader_face = new QOpenGLShader(QOpenGLShader::Vertex);
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QOpenGLShader *vertex_shader_face = new QOpenGLShader(QOpenGLShader::Vertex);
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if(!vertex_shader_face->compileSourceCode(vertex_source_color))
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if(!vertex_shader_face->compileSourceCode(source_))
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{ std::cerr<<"Compiling vertex source FAILED"<<std::endl; }
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{ std::cerr<<"Compiling vertex source FAILED"<<std::endl; }
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source_ = isOpenGL_4_3()
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? fragment_source_color
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: fragment_source_color_comp;
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QOpenGLShader *fragment_shader_face= new QOpenGLShader(QOpenGLShader::Fragment);
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QOpenGLShader *fragment_shader_face= new QOpenGLShader(QOpenGLShader::Fragment);
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if(!fragment_shader_face->compileSourceCode(fragment_source_color))
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if(!fragment_shader_face->compileSourceCode(fragment_source_color))
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{ std::cerr<<"Compiling fragmentsource FAILED"<<std::endl; }
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{ std::cerr<<"Compiling fragmentsource FAILED"<<std::endl; }
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@ -1,4 +1,4 @@
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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varying highp float out_dist;
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varying highp float out_dist;
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void main(void) {
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void main(void) {
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@ -1,4 +1,4 @@
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#version 120
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attribute highp vec4 vertex;
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attribute highp vec4 vertex;
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attribute highp vec3 normals;
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attribute highp vec3 normals;
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attribute highp vec3 colors;
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attribute highp vec3 colors;
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@ -1,4 +1,4 @@
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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varying highp vec4 fP;
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varying highp vec4 fP;
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varying highp vec3 fN;
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varying highp vec3 fN;
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@ -1,4 +1,4 @@
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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void main(void)
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void main(void)
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{
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{
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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varying highp float dist[6];
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varying highp float dist[6];
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uniform bool is_clipbox_on;
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uniform bool is_clipbox_on;
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@ -1,4 +1,4 @@
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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varying highp vec4 fP;
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varying highp vec4 fP;
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uniform highp vec4 light_pos;
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uniform highp vec4 light_pos;
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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uniform highp vec3 dirView;
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uniform highp vec3 dirView;
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uniform highp vec3 plane_normal;
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uniform highp vec3 plane_normal;
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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varying highp vec4 fP;
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varying highp vec4 fP;
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varying highp vec3 fN;
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varying highp vec3 fN;
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#version 120
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varying highp vec3 fColors;
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varying highp vec3 fColors;
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varying highp vec2 f_texCoord;
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varying highp vec2 f_texCoord;
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uniform sampler2D s_texture;
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uniform sampler2D s_texture;
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#version 120
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varying highp vec3 fColors;
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varying highp vec3 fColors;
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varying highp vec2 f_texCoord;
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varying highp vec2 f_texCoord;
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uniform highp sampler2D s_texture;
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uniform highp sampler2D s_texture;
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#version 120
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varying highp vec4 color;
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varying highp vec4 color;
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varying highp float dist[6];
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varying highp float dist[6];
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uniform bool is_selected;
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uniform bool is_selected;
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