"\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_output vec4 gl_Position;\n" "__fixed_output float gl_PointSize;\n" "__fixed_output vec4 gl_ClipVertex;\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "attribute vec4 gl_Color;\n" "attribute vec4 gl_SecondaryColor;\n" "attribute vec3 gl_Normal;\n" "attribute vec4 gl_Vertex;\n" "attribute vec4 gl_MultiTexCoord0;\n" "attribute vec4 gl_MultiTexCoord1;\n" "attribute vec4 gl_MultiTexCoord2;\n" "attribute vec4 gl_MultiTexCoord3;\n" "attribute vec4 gl_MultiTexCoord4;\n" "attribute vec4 gl_MultiTexCoord5;\n" "attribute vec4 gl_MultiTexCoord6;\n" "attribute vec4 gl_MultiTexCoord7;\n" "attribute float gl_FogCoord;\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "varying vec4 gl_FrontColor;\n" "varying vec4 gl_BackColor;\n" "varying vec4 gl_FrontSecondaryColor;\n" "varying vec4 gl_BackSecondaryColor;\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" "vec4 ftransform () {\n" " return gl_ModelViewProjectionMatrix * gl_Vertex;\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 texture1DLod (sampler1D sampler, float coord, float lod) {\n" " return vec4 (0.0);\n" "}\n" "vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) {\n" " return texture1DLod (sampler, coord.s / coord.t, lod);\n" "}\n" "vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) {\n" " return texture1DLod (sampler, coord.s / coord.q, lod);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {\n" " return vec4 (0.0);\n" "}\n" "vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {\n" " return texture2DLod (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), lod);\n" "}\n" "vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {\n" " return texture2DLod (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), lod);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {\n" " return vec4 (0.0);\n" "}\n" "vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {\n" " return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.s / coord.q),\n" " lod);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {\n" " return vec4 (0.0);\n" "}\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {\n" " return vec4 (0.0);\n" "}\n" "\n" "vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {\n" " return vec4 (0.0);\n" "}\n" "vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {\n" " return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod);\n" "}\n" "vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {\n" " return shadow2DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n" " lod);\n" "}\n" "\n"