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								#include <GLES2/gl2.h>
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								#include "render/gles2.h"
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								// Colored quads
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								const GLchar quad_vertex_src[] =
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								"uniform mat3 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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								""
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								"void main() {"
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								"	gl_Position = vec4(proj * vec3(pos, 1.0), 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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								""
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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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								""
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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 mat3 proj;"
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								"uniform bool invert_y;"
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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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								""
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								"void main() {"
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								"  gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
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								"  if (invert_y) {"
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								"    v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
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								"  } else {"
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								"    v_texcoord = texcoord;"
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								"  }"
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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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								""
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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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								""
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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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								"varying vec2 v_texcoord;"
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								"uniform samplerExternalOES texture0;"
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								"uniform float alpha;"
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								""
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								"void main() {"
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								"	vec4 col = texture2D(texture0, v_texcoord);"
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								"	gl_FragColor = vec4(col.rgb, col.a * alpha);"
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								"}";
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