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 | /** 
 * @file edgeV.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
attribute vec3 position;
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
	//transform vertex
	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
	gl_Position = pos; 
	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
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