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/** 
 * @file giV.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
	//transform vertex
	gl_Position = ftransform(); 
	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
	vec4 tex = gl_MultiTexCoord0;
	tex.w = 1.0;
	gl_FrontColor = gl_Color;
}
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