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path: root/shaders/tesseract/106.shader_test
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[require]
GLSL >= 1.10

[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex, vcolor;
    attribute vec2 vtexcoord0;
    uniform mat4 camprojmatrix;
    uniform vec4 colorscale;
    varying vec4 color;
    varying vec2 texcoord0;
    void main(void)
    {
        gl_Position = camprojmatrix * vvertex;
        color = vcolor * colorscale;
        texcoord0 = vtexcoord0; 
    }
  
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define fragcolor gl_FragData[0]
#define gglow gl_FragData[1]
uniform sampler2D tex0;
    varying vec4 color;
    varying vec2 texcoord0;
    fragdata(0, fragcolor, vec4)
    
        fragdata(1, gglow, vec4)
    
    void main(void)
    {
        vec4 diffuse = texture2D(tex0, texcoord0);
        #pragma CUBE2_swizzle diffuse
        
            diffuse.rgb = mix(vec3(0.5), diffuse.rgb, color.rgb);
            fragcolor.rgb = diffuse.rgb;
            fragcolor.a = 0.5;
            
                gglow.rgb = diffuse.rgb;
                gglow.a = 0.5;
            
        
    }