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								#include "render/gles2.h"
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								#include <GLES2/gl2.h>
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								// Colored quads
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								const GLchar quad_vertex_src[] =
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								"uniform mat4 proj;"
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								"uniform vec4 color;"
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								"attribute vec2 pos;"
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								"attribute vec2 texcoord;"
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								"varying vec4 v_color;"
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								"varying vec2 v_texcoord;"
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								"mat4 transpose(in mat4 inMatrix) {"
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								"    vec4 i0 = inMatrix[0];"
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								"    vec4 i1 = inMatrix[1];"
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								"    vec4 i2 = inMatrix[2];"
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								"    vec4 i3 = inMatrix[3];"
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								"    mat4 outMatrix = mat4("
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								"                 vec4(i0.x, i1.x, i2.x, i3.x),"
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								"                 vec4(i0.y, i1.y, i2.y, i3.y),"
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								"                 vec4(i0.z, i1.z, i2.z, i3.z),"
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								"                 vec4(i0.w, i1.w, i2.w, i3.w)"
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								"                 );"
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								"    return outMatrix;"
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								"}"
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								"void main() {"
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								"  gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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								"  v_color = color;"
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								"  v_texcoord = texcoord;"
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								"}";
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								const GLchar quad_fragment_src[] =
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								"precision mediump float;"
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								"varying vec4 v_color;"
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								"varying vec2 v_texcoord;"
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								"void main() {"
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								"  gl_FragColor = v_color;"
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								"}";
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								// Colored ellipses
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								const GLchar ellipse_fragment_src[] =
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								"precision mediump float;"
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								"varying vec4 v_color;"
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								"varying vec2 v_texcoord;"
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								"void main() {"
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								"  float l = length(v_texcoord - vec2(0.5, 0.5));"
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								"  if (l > 0.5) discard;"
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								"  gl_FragColor = v_color;"
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								"}";
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								// Textured quads
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								const GLchar vertex_src[] =
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								"uniform mat4 proj;"
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								"attribute vec2 pos;"
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								"attribute vec2 texcoord;"
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								"varying vec2 v_texcoord;"
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								"mat4 transpose(in mat4 inMatrix) {"
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								"    vec4 i0 = inMatrix[0];"
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								"    vec4 i1 = inMatrix[1];"
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								"    vec4 i2 = inMatrix[2];"
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								"    vec4 i3 = inMatrix[3];"
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								"    mat4 outMatrix = mat4("
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								"                 vec4(i0.x, i1.x, i2.x, i3.x),"
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								"                 vec4(i0.y, i1.y, i2.y, i3.y),"
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								"                 vec4(i0.z, i1.z, i2.z, i3.z),"
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								"                 vec4(i0.w, i1.w, i2.w, i3.w)"
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								"                 );"
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								""
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								"    return outMatrix;"
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								"}"
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								"void main() {"
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								"	gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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								"	v_texcoord = texcoord;"
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								"}";
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								const GLchar fragment_src_rgba[] =
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								"precision mediump float;"
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								"varying vec2 v_texcoord;"
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								"uniform sampler2D tex;"
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								"uniform float alpha;"
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								"void main() {"
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								"	gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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								"}";
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								const GLchar fragment_src_rgbx[] =
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								"precision mediump float;"
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								"varying vec2 v_texcoord;"
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								"uniform sampler2D tex;"
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								"uniform float alpha;"
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								"void main() {"
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								"   gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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								"   gl_FragColor.a = alpha;"
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								"}";
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								const GLchar fragment_src_external[] =
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								"#extension GL_OES_EGL_image_external : require\n"
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								"precision mediump float;"
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								"uniform samplerExternalOES texture0;"
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								"varying vec2 v_uv;"
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								"void main() {"
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								"  vec4 col = texture2D(texture0, v_uv);"
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								"  gl_FragColor = vec4(col.rgb, col.a);"
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								"}";
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