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/**
* @file giV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
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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