2013-12-18 19:13:17 -05:00
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#version 130
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uniform float far;
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uniform float objectid;
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uniform sampler2D tex;
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noperspective in vec3 nor;
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2013-12-09 20:58:22 -05:00
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2013-05-11 19:09:03 -04:00
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void main()
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{
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gl_FragData[0] = texture2D(tex, gl_TexCoord[0].st);
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gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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gl_FragData[2] = vec4(0.);
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2013-05-11 19:09:03 -04:00
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}
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