"\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "__fixed_input vec4 gl_FragCoord;\n" "__fixed_input bool gl_FrontFacing;\n" "__fixed_output vec4 gl_FragColor;\n" "__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];\n" "__fixed_output float gl_FragDepth;\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "varying vec4 gl_Color;\n" "varying vec4 gl_SecondaryColor;\n" "varying vec4 gl_TexCoord[];\n" "varying float gl_FogFragCoord;\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 texture1D (sampler1D sampler, float coord, float bias) {\n" " return vec4 (0.0);\n" "}\n" "vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) {\n" " return texture1D (sampler, coord.s / coord.t, bias);\n" "}\n" "vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) {\n" " return texture1D (sampler, coord.s / coord.q, bias);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {\n" " return vec4 (0.0);\n" "}\n" "vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {\n" " return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);\n" "}\n" "vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {\n" " return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {\n" " return vec4 (0.0);\n" "}\n" "vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {\n" " return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n" " bias);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {\n" " return vec4 (0.0);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {\n" " return vec4 (0.0);\n" "}\n" "\n" "vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {\n" " return vec4 (0.0);\n" "}\n" "vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {\n" " return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);\n" "}\n" "vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {\n" " return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "float dFdx (float p) {\n" " return 0.0;\n" "}\n" "\n" "vec2 dFdx (vec2 p) {\n" " return vec2 (0.0);\n" "}\n" "\n" "vec3 dFdx (vec3 p) {\n" " return vec3 (0.0);\n" "}\n" "\n" "vec4 dFdx (vec4 p) {\n" " return vec4 (0.0);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "float dFdy (float p) {\n" " return 0.0;\n" "}\n" "\n" "vec2 dFdy (vec2 p) {\n" " return vec2 (0.0);\n" "}\n" "\n" "vec3 dFdy (vec3 p) {\n" " return vec3 (0.0);\n" "}\n" "\n" "vec4 dFdy (vec4 p) {\n" " return vec4 (0.0);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "float fwidth (float p) {\n" " return abs (dFdx (p)) + abs (dFdy (p));\n" "}\n" "vec2 fwidth (vec2 p) {\n" " return abs (dFdx (p)) + abs (dFdy (p));\n" "}\n" "vec3 fwidth (vec3 p) {\n" " return abs (dFdx (p)) + abs (dFdy (p));\n" "}\n" "vec4 fwidth (vec4 p) {\n" " return abs (dFdx (p)) + abs (dFdy (p));\n" "}\n" "\n"