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#pragma once
const char* __PrimitivesVertexShader = R"(
#version 120
attribute vec4 coord;
varying vec2 texcoord;
uniform mat4 MV;
uniform mat4 P;
void main(void) {
gl_Position = P*MV*vec4(coord.xy, 0, 1);
texcoord = coord.zw;
}
)";
const char* __SolidFragmentShader = R"(
#version 120
varying vec2 texcoord;
uniform vec4 color1;
uniform vec4 color2;
uniform sampler2D tex;
uniform int has_texture;
uniform vec2 gradient;
void main(void) {
vec4 color = mix( color1, color2, dot(texcoord,gradient));
vec4 tex_color = texture2D(tex, texcoord);
if (has_texture>0)
gl_FragColor = color * tex_color;
else
gl_FragColor = color;
}
)";
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