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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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#define attribute in
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#define varying out
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#ifdef MSAA_FRAMEBUFFER_ENABLED
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#define _centroid centroid
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#else
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#define _centroid
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#endif
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_centroid out vec2 uv;
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#else
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varying vec2 uv;
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#endif
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uniform MAT4 WORLDVIEW;
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uniform MAT4 PROJ;
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attribute POS4 POSITION;
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attribute vec2 TEXCOORD_0;
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void main()
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{
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POS4 pos = WORLDVIEW * POSITION;
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gl_Position = PROJ * pos;
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uv = TEXCOORD_0;
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}
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