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/**
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec3 position;
attribute vec2 texcoord0;
uniform vec2 screen_res;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
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;
vary_light = vec4(texcoord0,0,1);
}
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