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/**
* @file edgeV.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;
}
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