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ambient_light_fs.glsl
ambient_light_vs.glsl
bloom_fs.glsl
blur_fs.glsl
blur_vs.glsl
debug_fs.glsl
debug_vs.glsl
decal_fs.glsl
decal_vs.glsl
deferred_directional_light_fs.glsl
deferred_light_vs.glsl
deferred_point_light_fs.glsl
deferred_spot_light_fs.glsl
flat_fs.glsl
flat_vs.glsl
fxaa_fs.glsl
gamma_fs.glsl
gaussian_blur_fs.glsl
hdr_adaptation_fs.glsl
hdr_downscale_fs.glsl
hdr_luminance_fs.glsl
hdr_map.glsl
particle_system_fs.glsl
particle_system_vs.glsl
point_volumetric_fs.glsl
skybox_fs.glsl
skybox_vs.glsl
spot_volumetric_fs.glsl
sprite_fs.glsl
sprite_vs.glsl
ssao_fs.glsl
ssao_vs.glsl
ui_fs.glsl
ui_vs.glsl
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out vec4 FragColor; in vec4 color; void main() { FragColor = color; }