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/**
* @file pointLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
varying vec4 vary_light;
varying vec3 vary_fragcoord;
uniform vec2 screen_res;
uniform float near_clip;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
vec4 tex = gl_MultiTexCoord0;
tex.w = 1.0;
vary_light = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}
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