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[client] egl: remove unused splash shaders
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#version 300 es
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precision mediump float;
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in vec3 pos;
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out vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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highp float d = 1.0 - 0.5 * length(pos.xy);
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color = vec4(0.234375 * d, 0.015625 * d, 0.425781 * d, 1.0);
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}
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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out vec3 pos;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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pos = vertexPosition_modelspace;
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}
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#version 300 es
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precision mediump float;
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out vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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color = vec4(1.0, 1.0, 1.0, 1.0);
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}
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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uniform float scale;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.y *= scale;
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gl_Position.w = 1.0;
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}
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