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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.  For licensing terms and
** conditions see http://qt.digia.com/licensing.  For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights.  These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
****************************************************************************/

// Vertex shader special variables.
vec4  gl_Position;
float gl_PointSize;
vec4  gl_ClipVertex;

// Vertex shader built-in attributes.
attribute vec4  gl_Color;
attribute vec4  gl_SecondaryColor;
attribute vec3  gl_Normal;
attribute vec4  gl_Vertex;
attribute vec4  gl_MultiTexCoord0;
attribute vec4  gl_MultiTexCoord1;
attribute vec4  gl_MultiTexCoord2;
attribute vec4  gl_MultiTexCoord3;
attribute vec4  gl_MultiTexCoord4;
attribute vec4  gl_MultiTexCoord5;
attribute vec4  gl_MultiTexCoord6;
attribute vec4  gl_MultiTexCoord7;
attribute float gl_FogCoord;

// Varying variables.
varying vec4  gl_FrontColor;
varying vec4  gl_BackColor;
varying vec4  gl_FrontSecondaryColor;
varying vec4  gl_BackSecondaryColor;
varying vec4  gl_TexCoord[];
varying float gl_FogFragCoord;

// Common functions.
vec4 ftransform();

// Texture level-of-detail functions.
vec4 texture1DLod(sampler1D sampler, float coord, float lod);
vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);
vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);
vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);
vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);
vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);
vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);