forked from qt-creator/qt-creator
		
	
		
			
	
	
		
			52 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
		
		
			
		
	
	
			52 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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								/****************************************************************************
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								**
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								** Copyright (C) 2020 The Qt Company Ltd.
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								** Contact: https://www.qt.io/licensing/
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								**
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								** This file is part of Qt Creator.
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								**
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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 The Qt Company. For licensing terms
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								** and conditions see https://www.qt.io/terms-conditions. For further
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								** information use the contact form at https://www.qt.io/contact-us.
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								**
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								** GNU General Public License Usage
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								** Alternatively, this file may be used under the terms of the GNU
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								** General Public License version 3 as published by the Free Software
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								** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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								** included in the packaging of this file. Please review the following
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								** information to ensure the GNU General Public License requirements will
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								** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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								**
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								****************************************************************************/
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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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								float gl_ClipDistance[];
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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 vec2  gl_PointCoord;
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								varying int   gl_PrimitiveID;
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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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