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								/****************************************************************************
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								**
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											2014-01-07 13:27:11 +01:00
										 
									 
								 
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								** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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								** Contact: http://www.qt-project.org/legal
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								**
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								** This file is part of Qt Creator.
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								**
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											2012-10-02 09:12:39 +02:00
										 
									 
								 
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								** Commercial License Usage
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								** Licensees holding valid commercial Qt licenses may use this file in
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								** accordance with the commercial license agreement provided with the
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								** Software or, alternatively, in accordance with the terms contained in
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								** a written agreement between you and Digia.  For licensing terms and
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								** conditions see http://qt.digia.com/licensing.  For further information
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								** use the contact form at http://qt.digia.com/contact-us.
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								**
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								** GNU Lesser General Public License Usage
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								** Alternatively, this file may be used under the terms of the GNU Lesser
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								** General Public License version 2.1 as published by the Free Software
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								** Foundation and appearing in the file LICENSE.LGPL included in the
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								** packaging of this file.  Please review the following information to
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								** ensure the GNU Lesser General Public License version 2.1 requirements
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								** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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								**
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								** In addition, as a special exception, Digia gives you certain additional
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								** rights.  These rights are described in the Digia Qt LGPL Exception
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											2010-12-17 17:14:20 +01:00
										 
									 
								 
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								** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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								**
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								****************************************************************************/
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											2010-11-26 14:03:05 +01:00
										 
									 
								 
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								// Fragment shader special variables.
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								vec4  gl_FragCoord;
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								bool  gl_FrontFacing;
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								vec4  gl_FragColor;
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								vec4  gl_FragData[gl_MaxDrawBuffers];
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								float gl_FragDepth;
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								// Varying variables.
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								varying vec4  gl_Color;
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								varying vec4  gl_SecondaryColor;
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								varying vec4  gl_TexCoord[];
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								varying float gl_FogFragCoord;
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								varying vec2  gl_PointCoord;
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								// Fragment processing functions.
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								float dFdx(float p);
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								vec2 dFdx(vec2 p);
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								vec3 dFdx(vec3 p);
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								vec4 dFdx(vec4 p);
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								float dFdy(float p);
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								vec2 dFdy(vec2 p);
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								vec3 dFdy(vec3 p);
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								vec4 dFdy(vec4 p);
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								float fwidth(float p);
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								vec2 fwidth(vec2 p);
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								vec3 fwidth(vec3 p);
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								vec4 fwidth(vec4 p);
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