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GLSL 1.20 built-in library.
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src/mesa/shader/slang/library/slang_builtin_120_common.gc
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src/mesa/shader/slang/library/slang_builtin_120_common.gc
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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//
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// From Shader Spec, ver. 1.20, rev. 6
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//
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//
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// 8.5 Matrix Functions
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//
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mat2x3 matrixCompMult (mat2x3 m, mat2x3 n) {
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return mat2x3 (m[0] * n[0], m[1] * n[1]);
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}
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mat2x4 matrixCompMult (mat2x4 m, mat2x4 n) {
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return mat2x4 (m[0] * n[0], m[1] * n[1]);
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}
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mat3x2 matrixCompMult (mat3x2 m, mat3x2 n) {
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return mat3x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
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}
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mat3x4 matrixCompMult (mat3x4 m, mat3x4 n) {
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return mat3x4 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
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}
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mat4x2 matrixCompMult (mat4x2 m, mat4x2 n) {
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return mat4x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
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}
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mat4x3 matrixCompMult (mat4x3 m, mat4x3 n) {
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return mat4x3 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
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}
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mat2 outerProduct (vec2 c, vec2 r) {
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return mat2 (
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c.x * r.x, c.y * r.x,
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c.x * r.y, c.y * r.y
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);
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}
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mat3 outerProduct (vec3 c, vec3 r) {
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return mat3 (
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c.x * r.x, c.y * r.x, c.z * r.x,
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c.x * r.y, c.y * r.y, c.z * r.y,
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c.x * r.z, c.y * r.z, c.z * r.z
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);
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}
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mat4 outerProduct (vec4 c, vec4 r) {
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return mat4 (
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c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x,
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c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y,
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c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z,
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c.x * r.w, c.y * r.w, c.z * r.w, c.w * r.w
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);
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}
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mat2x3 outerProduct (vec3 c, vec2 r) {
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return mat2x3 (
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c.x * r.x, c.y * r.x, c.z * r.x
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c.x * r.y, c.y * r.y, c.z * r.y
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);
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}
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mat3x2 outerProduct (vec2 c, vec3 r) {
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return mat3x2 (
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c.x * r.x, c.y * r.x,
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c.x * r.y, c.y * r.y,
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c.x * r.z, c.y * r.z
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);
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}
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mat2x4 outerProduct (vec4 c, vec2 r) {
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return mat2x4 (
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c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x,
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c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y
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);
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}
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mat4x2 outerProduct (vec2 c, vec4 r) {
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return mat4x2 (
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c.x * r.x, c.y * r.x,
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c.x * r.y, c.y * r.y,
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c.x * r.z, c.y * r.z,
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c.x * r.w, c.y * r.w,
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);
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}
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mat3x4 outerProduct (vec4 c, vec3 r) {
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return mat3x4 (
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c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x,
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c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y,
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c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z
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);
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}
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mat4x3 outerProduct (vec3 c, vec4 r) {
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return mat4x3 (
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c.x * r.x, c.y * r.x, c.z * r.x,
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c.x * r.y, c.y * r.y, c.z * r.y,
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c.x * r.z, c.y * r.z, c.z * r.z,
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c.x * r.w, c.y * r.w, c.z * r.w
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);
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}
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mat2 transpose (mat2 m) {
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return mat2 (
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m[0].x, m[1].x,
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m[0].y, m[1].y
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);
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}
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mat3 transpose (mat3 m) {
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return mat3 (
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m[0].x, m[1].x, m[2].x,
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m[0].y, m[1].y, m[2].y,
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m[0].z, m[1].z, m[2].z
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);
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}
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mat4 transpose (mat4 m) {
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return mat4 (
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m[0].x, m[1].x, m[2].x, m[3].x,
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m[0].y, m[1].y, m[2].y, m[3].y,
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m[0].z, m[1].z, m[2].z, m[3].z,
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m[0].w, m[1].w, m[2].w, m[3].w
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);
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}
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mat2x3 transpose (mat3x2 m) {
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return mat2x3 (
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m[0].x, m[1].x, m[2].x,
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m[0].y, m[1].y, m[2].y
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);
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}
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mat3x2 transpose (mat2x3 m) {
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return mat3x2 (
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m[0].x, m[1].x,
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m[0].y, m[1].y,
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m[0].z, m[1].z
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);
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}
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mat2x4 transpose (mat4x2 m) {
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return mat2x4 (
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m[0].x, m[1].x, m[2].x, m[3].x,
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m[0].y, m[1].y, m[2].y, m[3].y
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);
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}
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mat4x2 transpose (mat2x4 m) {
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return mat4x2 (
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m[0].x, m[1].x,
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m[0].y, m[1].y,
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m[0].z, m[1].z,
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m[0].w, m[1].w
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);
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}
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mat3x4 transpose (mat4x3 m) {
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return mat3x4 (
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m[0].x, m[1].x, m[2].x, m[3].x,
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m[0].y, m[1].y, m[2].y, m[3].y,
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m[0].z, m[1].z, m[2].z, m[3].z
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);
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}
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mat4x3 transpose (mat3x4 m) {
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return mat4x3 (
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m[0].x, m[1].x, m[2].x,
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m[0].y, m[1].y, m[2].y,
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m[0].z, m[1].z, m[2].z,
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m[0].w, m[1].w, m[2].w
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);
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}
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30
src/mesa/shader/slang/library/slang_builtin_120_fragment.gc
Executable file
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src/mesa/shader/slang/library/slang_builtin_120_fragment.gc
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@ -0,0 +1,30 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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//
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// From Shader Spec, ver. 1.20, rev. 6
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//
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varying vec2 gl_PointCoord;
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