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path: root/shaders/tesseract/503.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;
    uniform vec3 rhcenter;
    uniform float rhbounds;
    void main(void)
    {
        gl_Position = vec4((vvertex.xy - rhcenter.xy)/rhbounds, vvertex.zw);
    }

[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 rhr gl_FragData[0]
#define rhg gl_FragData[1]
#define rhb gl_FragData[2]
#define rha gl_FragData[3]
fragdata(0, rhr, vec4)
    fragdata(1, rhg, vec4)
    fragdata(2, rhb, vec4)
    fragdata(3, rha, vec4)

    void main(void)
    {
        rhr = vec4(0.5, 0.5, 0.5, 0.0);
        rhg = vec4(0.5, 0.5, 0.5, 0.0);
        rhb = vec4(0.5, 0.5, 0.5, 0.0);
        rha = vec4(0.5, 0.5, 0.5, 0.0);
    }