remove unneeded/dupe files
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// 2D drawing shader
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void main() {
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gl_FragColor = gl_Color;
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}
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@ -1,13 +0,0 @@
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// 2D drawing shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec2 vertex;
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attribute vec4 color;
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void main()
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{
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
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}
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// 2D drawing shader
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uniform sampler2D texture;
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void main()
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{
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gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
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}
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@ -1,15 +0,0 @@
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// 2D drawing shader - modified freetype-gl shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec2 vertex;
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attribute vec2 tex_coord;
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attribute vec4 color;
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void main()
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{
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gl_TexCoord[0].xy = tex_coord.xy;
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
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}
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/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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uniform sampler2D texture;
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void main()
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{
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float a = texture2D(texture, gl_TexCoord[0].xy).r;
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gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*a);
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}
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@ -1,18 +0,0 @@
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/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec3 vertex;
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attribute vec2 tex_coord;
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attribute vec4 color;
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void main()
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{
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gl_TexCoord[0].xy = tex_coord.xy;
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,1.0)));
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}
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BIN
fonts/roboto.ttf
BIN
fonts/roboto.ttf
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@ -1,4 +0,0 @@
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// 2D drawing shader
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void main() {
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gl_FragColor = gl_Color;
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}
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@ -1,13 +0,0 @@
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// 2D drawing shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec2 vertex;
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attribute vec4 color;
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void main()
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{
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
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}
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@ -1,6 +0,0 @@
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// 2D drawing shader
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uniform sampler2D texture;
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void main()
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{
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gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
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}
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@ -1,15 +0,0 @@
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// 2D drawing shader - modified freetype-gl shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec2 vertex;
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attribute vec2 tex_coord;
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attribute vec4 color;
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void main()
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{
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gl_TexCoord[0].xy = tex_coord.xy;
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
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}
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@ -1,11 +0,0 @@
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/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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uniform sampler2D texture;
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void main()
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{
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float a = texture2D(texture, gl_TexCoord[0].xy).r;
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gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*a);
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}
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@ -1,18 +0,0 @@
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/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec3 vertex;
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attribute vec2 tex_coord;
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attribute vec4 color;
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void main()
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{
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gl_TexCoord[0].xy = tex_coord.xy;
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,1.0)));
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}
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@ -1,4 +0,0 @@
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// 2D drawing shader
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void main() {
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gl_FragColor = gl_Color;
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}
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@ -1,13 +0,0 @@
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// 2D drawing shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec2 vertex;
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attribute vec4 color;
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void main()
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{
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
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}
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@ -1,6 +0,0 @@
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// 2D drawing shader
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uniform sampler2D texture;
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void main()
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{
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gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
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}
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@ -1,15 +0,0 @@
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// 2D drawing shader - modified freetype-gl shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec2 vertex;
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attribute vec2 tex_coord;
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attribute vec4 color;
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void main()
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{
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gl_TexCoord[0].xy = tex_coord.xy;
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,0.0,1.0)));
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}
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@ -1,11 +0,0 @@
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/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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uniform sampler2D texture;
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void main()
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{
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float a = texture2D(texture, gl_TexCoord[0].xy).r;
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gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*a);
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}
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@ -1,18 +0,0 @@
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/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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attribute vec3 vertex;
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attribute vec2 tex_coord;
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attribute vec4 color;
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void main()
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{
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gl_TexCoord[0].xy = tex_coord.xy;
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gl_FrontColor = color;
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gl_Position = projection*(view*(model*vec4(vertex,1.0)));
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}
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sound/play.wav
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sound/play.wav
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