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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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const vec4 WIRE_COL = vec4(1.0,0.0,0.0,1);
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noperspective varying float dist[6];
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varying vec4 diffuse;
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noperspective varying float n_frag;
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void main(void)
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{
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	int N = int(n_frag);
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	int i_min=0;
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	float d=abs(dist[0]);
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	for(int i=1;i<N;++i) 
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		if(dist[i]<d)
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		{
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			d = dist[i];
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			i_min = i;
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		}
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	float I = exp2(-2*d*d);
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	gl_FragColor =I*WIRE_COL + (1.0 - I)*diffuse;
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}