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- extern vec3 p1;
- extern vec2 p1uv;
- extern vec3 p2;
- extern vec2 p2uv;
- extern vec3 p3;
- extern vec2 p3uv;
- extern Image tex;
- #ifdef VERTEX
- vec4 position( mat4 transform_projection, vec4 vertex_position )
- {
- vec3 vpos = vertex_position.xyz;
- if (vpos == p1)
- {
- gl_TexCoord[0] = vec4(p1uv,0,0);
- }
- else if (vpos == p2)
- {
- gl_TexCoord[0] = vec4(p2uv,0,0);
- }
- else if (vpos == p3)
- {
- gl_TexCoord[0] = vec4(p3uv,0,0);
- }
- return transform_projection * vertex_position;
- }
- #endif
- #ifdef PIXEL
- vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords )
- {
- vec4 texcolor = Texel(tex, gl_TexCoord[0].xy);
- return texcolor;
- }
- #endif
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