OGL32CTX: Ask #version 130 for all our shaders
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14919 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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#version 130
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uniform sampler2D tex;
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uniform float low;
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#version 130
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uniform sampler2D tex;
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void main()
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#version 130
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uniform float power;
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uniform sampler2D tex;
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform sampler2D tex;
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uniform float transparency;
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varying vec2 uv;
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 130
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uniform float time;
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varying vec2 uv;
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#version 130
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uniform sampler2D tex;
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uniform sampler2D caustictex;
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uniform vec2 dir;
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#version 130
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uniform sampler2D tex;
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uniform sampler2D oldtex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform vec3 inlevel;
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uniform vec2 outlevel;
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#version 130
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uniform vec3 col;
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void main()
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#version 130
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uniform vec3 col;
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uniform sampler2D tex;
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#version 130
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uniform sampler2D tex;
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uniform vec2 screen;
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uniform vec2 dir;
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#version 130
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varying float camdist;
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void main() {
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#version 130
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void main() {
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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#version 130
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uniform sampler2D tex;
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void main()
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#version 130
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uniform sampler2D tex;
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uniform float fogmax;
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#version 130
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform vec2 res;
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#version 130
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uniform sampler2D tex;
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uniform vec3 col;
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#version 130
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uniform sampler2D tex;
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uniform vec2 sunpos;
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// Jean-manuel clemencon (c) supertuxkart 2013
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// bubble gum shield
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// TODO: Add a nice texture and soft edges when intersect with geometry
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#version 130
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uniform sampler2D tex;
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uniform float transparency;
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// TODO: The texture should reflect the strength of the shield,
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// such that the user gets to know whether the shield has several
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// "layers" or whether the shield is about to break.
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#version 130
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varying vec2 uv;
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varying vec3 eyeVec;
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varying vec3 normal;
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// Original idea: http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html
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// TODO: Soft edges when it intesects geometry
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// Some artefacts are still visible
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#version 130
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uniform sampler2D tex;
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uniform float transparency;
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// Jean-manuel clemencon (C) Copyright supertuxkart
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// Creates a cone lightbeam effect by smoothing edges
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#version 130
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varying vec2 uv;
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varying vec3 eyeVec;
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varying vec3 normal;
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#version 130
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uniform sampler2D diffuse;
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uniform sampler2D specular;
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uniform sampler2D ambient_occlusion;
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#version 120
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#version 130
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uniform sampler2D tex;
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uniform vec2 texsize;
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#version 130
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#define MAX_SEARCH_STEPS 8.0
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#define MAX_DISTANCE 33.0
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#version 130
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varying vec4 offset[2];
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uniform sampler2D colorMapG;
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#version 130
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varying vec4 offset[2];
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uniform sampler2D blendMap;
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#version 130
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varying vec4 offset[2];
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uniform vec2 PIXEL_SIZE;
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// The actual boost amount (which linearly scales the blur to be shown).
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// should be in the range [0.0, 1.0], though a larger value might make
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// the blurring too string. Atm we are using [0, 0.5].
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#version 130
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uniform float boost_amount;
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// The color buffer to use.
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// motion_blur.vert
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#version 130
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void main()
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{
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#version 130
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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#version 130
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uniform sampler2D tex;
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void main()
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#version 130
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void main() {
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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#version 130
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D ntex;
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uniform vec4 center[16];
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#version 130
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uniform sampler2D tex;
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uniform sampler2D dtex;
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#version 130
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uniform sampler2D halft; // half is a reserved word
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uniform sampler2D quarter;
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uniform sampler2D eighth;
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#version 130
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uniform sampler2D ntex;
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uniform sampler2D ctex;
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uniform vec3 campos;
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#version 130
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uniform sampler2D dtex;
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uniform mat4 ipvmat;
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uniform mat4 shadowmat;
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#version 130
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uniform sampler2D tex;
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uniform int hastex;
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uniform int viz;
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#version 130
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uniform sampler2D warpx;
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uniform sampler2D warpy;
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#version 130
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uniform sampler2D tex;
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uniform int size;
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uniform vec2 pixel;
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#version 130
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uniform sampler2D tex;
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uniform int size;
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uniform vec2 pixel;
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// skinning.vert
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#version 130
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#define MAX_JOINT_NUM 36
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#define MAX_LIGHT_NUM 8
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform sampler2D tex;
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uniform sampler2D glow_tex;
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uniform float transparency;
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 130
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uniform float time;
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varying vec2 uv;
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#version 130
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uniform sampler2D tex;
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uniform float time;
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#version 130
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void main()
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform sampler2D texture;
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varying vec3 normal;
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uniform vec3 lightdir;
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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varying vec3 normal;
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varying vec4 vertex_color;
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varying vec3 eyeVec;
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#version 120
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#version 130
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uniform sampler2D normals_and_depth;
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uniform mat4 invprojm;
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uniform mat4 projm;
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#version 130
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uniform sampler2D ntex;
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uniform sampler2D cloudtex;
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#version 130
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D cloudtex;
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// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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#version 130
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uniform sampler2D BumpTex1; // Normal map 1
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uniform sampler2D BumpTex2; // Normal map 2
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uniform sampler2D DecalTex; //The texture
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// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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#version 130
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uniform float speed;
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uniform float height;
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uniform float waveLength;
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#version 130
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void main()
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{
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gl_FragColor = vec4(1.0);
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