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/**
* @file impostorF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
varying vec4 vary_position;
void main()
{
gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, vary_position.z);
gl_FragData[3] = vary_position;
}
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