// Use type to specify the type of shader. (Every shader requires this.) #type "vertex" #version 330 void main() { } #type "geometry" #version 330 void main() { } #type "fragment" #version 330 void ...
uint Gradient_NumStops() { return uint(ex_Data0.y + 0.5); } bool Gradient_IsRadial() { return bool(uint(ex_Data0.z + 0.5)); } float Gradient_R0() { return ex_Data1.x ...
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