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// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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// To use centroid sampling we need to have version 300 es shaders, which requires changing:
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// attribute to in
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// varying to out when in vertex shaders or in when in fragment shaders
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// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
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// texture2D to texture
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#if __VERSION__ >= 300
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// version 300 code
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#define varying in
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#define texture2D texture
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out vec4 FragColor;
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#define gl_FragColor FragColor
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#else
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// version 100 code
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#endif
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uniform vec4 OVERLAY_COLOR;
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varying vec4 light;
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void main()
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{
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vec4 color = mix(vec4(1), light, light.a );
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color.rgb = mix(color, OVERLAY_COLOR, OVERLAY_COLOR.a).rgb;
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//gl_FragColor = color;
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gl_FragData[0] = color;
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vec3 lightCol = pow(light.rgb, vec3(3.0)) * 2.0;
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gl_FragData[1] = vec4(lightCol, 1.0);
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}
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