2013-02-20 04:42:42 +00:00
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#version 300 es
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uniform mat4x3 m43;
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uniform mat3x3 m33;
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uniform mat4x4 m44;
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in vec3 v3;
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in vec2 v2;
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2013-04-11 16:31:09 +00:00
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in vec4 bad[10]; // ERROR
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2013-04-07 22:43:16 +00:00
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2013-02-20 04:42:42 +00:00
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void main()
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{
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int id = gl_VertexID + gl_InstanceID;
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int c0 = gl_MaxVertexAttribs;
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int c1 = gl_MaxVertexUniformVectors;
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int c2 = gl_MaxVertexOutputVectors;
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int c3 = gl_MaxFragmentInputVectors;
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int c4 = gl_MaxVertexTextureImageUnits;
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int c5 = gl_MaxCombinedTextureImageUnits;
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int c6 = gl_MaxTextureImageUnits;
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int c7 = gl_MaxFragmentUniformVectors;
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int c8 = gl_MaxDrawBuffers;
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int c9 = gl_MinProgramTexelOffset;
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int c10 = gl_MaxProgramTexelOffset;
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mat3x4 tm = transpose(m43);
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highp float dm = determinant(m44);
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mat3x3 im = inverse(m33);
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mat3x2 op = outerProduct(v2, v3);
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2013-04-11 16:31:09 +00:00
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#ifdef GL_ES
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#error GL_ES is set
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#else
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#error GL_ES is not set
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#endif
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2013-02-20 04:42:42 +00:00
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}
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