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Remove incomplete and unused shaders

This commit is contained in:
Frederic Bouvier 2012-04-26 20:49:01 +02:00
parent 9e0cedf568
commit ef9f0d222d
3 changed files with 0 additions and 47 deletions

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#version 120
uniform sampler2d BaseTex;
void main() {
}

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#version 120
#extension GL_EXT_geometry_shader4 : enable
varying in vec4 ecPositionIn[];
varying in vec3 ecNormalIn[];
varying out vec4 ecPosition;
varying out vec3 ecNormal;
void main() {
gl_Position = gl_PositionIn[0];
gl_TexCoord[0] = gl_TexCoordIn[0][0];
ecPosition = ecPositionIn[0];
ecNormal = ecNormalIn[0];
EmitVertex();
gl_Position = gl_PositionIn[1];
gl_TexCoord[0] = gl_TexCoordIn[1][0];
ecPosition = ecPositionIn[1];
ecNormal = ecNormalIn[1];
EmitVertex();
gl_Position = gl_PositionIn[2];
gl_TexCoord[0] = gl_TexCoordIn[2][0];
ecPosition = ecPositionIn[2];
ecNormal = ecNormalIn[2];
EmitVertex();
EndPrimitive();
}

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#version 120
varying vec4 ecPositionIn;
varying vec3 ecNormalIn;
void main() {
ecPositionIn = gl_ModelViewMatrix * gl_Vertex;
ecNormalIn = gl_NormalMatrix * gl_Normal;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
}