Add missing shader version tags for the other shaders too
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727c3feb11
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55 changed files with 172 additions and 93 deletions
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec4 cloudColor;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, May 2014
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// based on ALS terrain shader
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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#version 120
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uniform sampler2D color_tex;
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uniform sampler2D ao_tex;
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uniform sampler2D normal_tex;
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// -*-C++-*-
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#version 120
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uniform sampler2D texture;
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#version 120
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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void main() {
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#version 120
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uniform sampler2D input_tex;
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uniform vec2 fg_BufferSize;
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uniform float blurOffset_x;
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#version 120
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uniform sampler2D lighting_tex;
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uniform sampler2D bloom_tex;
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uniform sampler2D film_tex;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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// -*- mode: C; -*-
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// Licence: GPL v2
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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//
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// attachment 0: normal.x | normal.x | normal.y | normal.y
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#version 120
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uniform sampler2D lighting_tex;
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uniform sampler2D bloom_tex;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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#version 120
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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// -*- mode: C; -*-
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#version 120
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// -*- mode: C; -*-
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#version 120
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// -*-C++-*-
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#version 120
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varying vec2 rawPos;
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varying vec2 nPos;
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// -*-C++-*-
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#version 120
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uniform float air_pollution;
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#version 120
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//#define fog_FuncTION
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//varying vec3 PointPos;
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#version 120
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uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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#version 120
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uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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// -*-C++-*-
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#version 120
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// Ambient term comes in gl_Color.rgb.
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//
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// -*-C++-*-
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#version 120
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uniform float eyerel_x1;
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uniform float eyerel_y1;
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// -*-C++-*-
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#version 120
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// Shader for use with material animations
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varying vec4 diffuse, constantColor, matSpecular;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// Ambient term comes in gl_Color.rgb.
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varying vec4 diffuse_term;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2015
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2015
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#version 120
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// Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/
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uniform sampler2D color_tex;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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uniform int display_xsize;
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uniform int display_ysize;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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#version 120
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uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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#version 120
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uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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uniform sampler2D texture;
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////fog "include" /////
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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// Texture switching based on face slope and snow level
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// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
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// <20> Emilian Huminiuc 2011
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#version 120
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varying float RawPosZ;
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varying vec3 WorldPos;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// -*-C++-*-
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#version 120
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