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path: root/shaders/tesseract/268.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;
        
        attribute vec4 vboneweight, vboneindex; 
        #pragma CUBE2_uniform animdata
        uniform vec4 animdata[192];
    
        uniform mat4 modelmatrix;
        
        void main(void)
        {
            
        int index = int(vboneindex.x);
        
            vec4 dqreal = animdata[index] * vboneweight.x;
            vec4 dqdual = animdata[index+1] * vboneweight.x;
            index = int(vboneindex.y);
            dqreal += animdata[index] * vboneweight.y;
            dqdual += animdata[index+1] * vboneweight.y;
            
            
            float len = length(dqreal);
            dqreal /= len;
            dqdual /= len;
        

        vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);

        
    

            gl_Position = modelmatrix * mpos;

            
        }
    
[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)
void main(void)
        {
            
        }