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I am attesting that this GitHub handle mantissa is linked to the Tezos account tz1cRCnQwxuxJF1fq8jakYSk45nLQojJ6VuZ for tzprofiles | |
sig:edsigtensTFxwNMcWJGwZruEZ2zbTMftJ7dx42SqbLLaPxe44pYarskEhmf6mbvKQbbsWRczTN6pKW8JTJw8gkZoP5nJtR6R7M5 |
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#version 150 | |
#define MAX_TEXTURES 2 | |
uniform sampler2DArray textures; | |
uniform int texID; | |
in vec2 vTexCoord; |
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#version 120 | |
#extension GL_EXT_gpu_shader4 : require | |
void main(){ | |
gl_FragColor = gl_Color; | |
} |
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#version 120 | |
uniform sampler2DRect pointsTexture; | |
uniform sampler2DRect resultsTexture; | |
uniform vec4 viewport; | |
uniform float width; | |
uniform mat4 mvMatrix; | |
varying vec4 texCoord0; |
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<?xml version="1.0" encoding="UTF-8"?> | |
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | |
<plist version="1.0"> | |
<dict> | |
<key>RunAtLoad</key> | |
<true/> | |
<key>KeepAlive</key> | |
<true/> | |
<key>Label</key> | |
<string>AllOver.restart</string> |
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#version 120 | |
#extension GL_EXT_gpu_shader4 : require | |
varying vec3 vertex_light_position; | |
varying vec3 vertex_normal; | |
void main(){ | |
// calculate the shading based on the normal | |
float diffuse_value = max(dot(vertex_normal, vertex_light_position), 0.0); |