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add apache license to shader headers
This commit is contained in:
parent
619e9d7cd3
commit
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28 changed files with 134 additions and 28 deletions
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 7/5/13.
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// Created by Andrzej Kapolka on 7/5/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the depth texture
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// the depth texture
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 8/16/13.
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// Created by Andrzej Kapolka on 8/16/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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void main(void) {
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void main(void) {
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/14/13.
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// Created by Andrzej Kapolka on 8/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing the original color
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// the texture containing the original color
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/14/13.
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// Created by Andrzej Kapolka on 8/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing the original color
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// the texture containing the original color
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/14/13.
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// Created by Andrzej Kapolka on 8/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing the original color
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// the texture containing the original color
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 1/21/14.
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// Created by Andrzej Kapolka on 1/21/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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void main(void) {
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void main(void) {
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/8/13.
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// Created by Andrzej Kapolka on 8/8/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing the original color
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// the texture containing the original color
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 12/12/13.
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// Created by Andrzej Kapolka on 12/12/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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uniform float pointScale;
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uniform float pointScale;
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the diffuse texture
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// the diffuse texture
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the interpolated normal
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// the interpolated normal
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 10/29/13.
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// Created by Andrzej Kapolka on 10/29/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the diffuse texture
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// the diffuse texture
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the tangent vector
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// the tangent vector
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 3/24/14.
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// Created by Andrzej Kapolka on 3/24/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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void main(void) {
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void main(void) {
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 3/24/14.
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// Created by Andrzej Kapolka on 3/24/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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void main(void) {
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void main(void) {
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/16/13.
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// Created by Andrzej Kapolka on 8/16/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the original texture
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// the original texture
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 11/26/13.
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// Created by Andrzej Kapolka on 11/26/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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//
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// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
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// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
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// code (Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp), which is under the Apache license
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// code (Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp), which is under the Apache license
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// (http://www.apache.org/licenses/LICENSE-2.0)
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// (http://www.apache.org/licenses/LICENSE-2.0)
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//
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D texture;
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uniform sampler2D texture;
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#version 120
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#version 120
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//
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// passthrough.vert
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// vertex shader
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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attribute float voxelSizeIn;
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attribute float voxelSizeIn;
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varying float voxelSize;
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varying float voxelSize;
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 5/15/13.
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// Created by Andrzej Kapolka on 5/15/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing our permutations and normals
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// the texture containing our permutations and normals
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 5/15/13.
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// Created by Andrzej Kapolka on 5/15/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the position in model space
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// the position in model space
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#version 120
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#version 120
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//
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// point_size.vert
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// vertex shader
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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attribute float voxelSizeIn;
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attribute float voxelSizeIn;
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varying float voxelSize;
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varying float voxelSize;
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 11/21/13.
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// Created by Andrzej Kapolka on 11/21/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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uniform sampler2DShadow shadowMap;
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uniform sampler2DShadow shadowMap;
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 3/27/14.
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// Created by Andrzej Kapolka on 3/27/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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varying vec4 shadowColor;
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varying vec4 shadowColor;
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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const int MAX_CLUSTERS = 128;
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const int MAX_CLUSTERS = 128;
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 10/29/13.
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// Created by Andrzej Kapolka on 10/29/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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const int MAX_CLUSTERS = 128;
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const int MAX_CLUSTERS = 128;
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// vertex shader
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// vertex shader
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//
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//
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// Created by Andrzej Kapolka on 3/24/14.
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// Created by Andrzej Kapolka on 3/24/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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const int MAX_CLUSTERS = 128;
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const int MAX_CLUSTERS = 128;
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/14/13.
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// Created by Andrzej Kapolka on 8/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing the horizontally blurred color
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// the texture containing the horizontally blurred color
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// fragment shader
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// fragment shader
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//
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//
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// Created by Andrzej Kapolka on 8/8/13.
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// Created by Andrzej Kapolka on 8/8/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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// the texture containing the original color
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// the texture containing the original color
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#version 120
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#version 120
|
||||||
#extension GL_ARB_geometry_shader4 : enable
|
#extension GL_ARB_geometry_shader4 : enable
|
||||||
|
|
||||||
|
//
|
||||||
|
// voxel.geom
|
||||||
|
// geometry shader
|
||||||
|
//
|
||||||
|
// Copyright 2013 High Fidelity, Inc.
|
||||||
|
//
|
||||||
|
// Distributed under the Apache License, Version 2.0.
|
||||||
|
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||||
|
//
|
||||||
|
|
||||||
//
|
//
|
||||||
// VOXEL GEOMETRY SHADER
|
// VOXEL GEOMETRY SHADER
|
||||||
//
|
//
|
||||||
|
|
Loading…
Reference in a new issue