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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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#else
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#endif
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uniform MAT4 WORLDVIEWPROJ;
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uniform vec4 FOG_COLOR;
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uniform vec4 CURRENT_COLOR;
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attribute mediump vec4 POSITION;
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attribute vec4 COLOR;
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varying vec4 color;
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const float fogNear = 0.3;
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void main()
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{
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gl_Position = WORLDVIEWPROJ * POSITION;
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color = mix( CURRENT_COLOR, FOG_COLOR, COLOR.r );
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}
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