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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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varying vec2 uv0;
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varying vec2 uv1;
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varying vec4 color;
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#ifdef FOG
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varying vec4 fogColor;
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#endif
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uniform sampler2D TEXTURE_0;
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uniform sampler2D TEXTURE_1;
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void main()
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{
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vec4 diffuse = texture2D( TEXTURE_0, uv0 ) * texture2D( TEXTURE_1, uv1 );
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#ifdef ALPHA_TEST
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if(diffuse.a < 0.5)
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discard;
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#endif
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diffuse *= color;
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#ifdef FOG
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diffuse.rgb = mix( diffuse.rgb, fogColor.rgb, fogColor.a );
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#endif
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gl_FragColor.rgba = diffuse;
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}
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