Initial Commit

This commit is contained in:
2025-04-25 13:45:51 -04:00
parent 7ce9733c30
commit d4f0fe8f4d
5 changed files with 705 additions and 0 deletions

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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.30)
project(FractalInspector
VERSION 1.0
LANGUAGES CXX)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed!")
endif()
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
include(cmake/CPM.cmake)
CPMAddPackage(NAME jlog
URL https://git.redacted.cc/josh/jlog/archive/Prerelease-18.zip)
CPMAddPackage(NAME mcolor
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-7.2.zip)
CPMAddPackage(NAME Event
URL https://git.redacted.cc/josh/Event/archive/Release-12.zip)
CPMAddPackage(NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/3.4.5.zip)
CPMAddPackage(NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip)
CPMAddPackage(NAME JGL
URL https://git.redacted.cc/josh/JGL/archive/Prerelease-55.zip)
CPMAddPackage(NAME JUI
URL https://git.redacted.cc/josh/ReJUI/archive/Prerelease-5.17.zip)
add_executable(FractalInspector main.cpp)
target_include_directories(FractalInspector PUBLIC ${Event_SOURCE_DIR}/include)
target_include_directories(FractalInspector PUBLIC ${J3ML_SOURCE_DIR}/include)
target_include_directories(FractalInspector PUBLIC ${jlog_SOURCE_DIR}/include)
target_include_directories(FractalInspector PUBLIC ${JGL_SOURCE_DIR}/include)
target_include_directories(FractalInspector PUBLIC ${ReWindow_SOURCE_DIR}/include)
target_include_directories(FractalInspector PUBLIC ${JUI_SOURCE_DIR}/include)
target_include_directories(FractalInspector PUBLIC ${mcolor_SOURCE_DIR}/include)
target_link_libraries(FractalInspector PUBLIC Event J3ML jlog ReWindow JGL JUI mcolor)

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cmake/CPM.cmake Normal file
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# SPDX-License-Identifier: MIT
#
# SPDX-FileCopyrightText: Copyright (c) 2019-2023 Lars Melchior and contributors
set(CPM_DOWNLOAD_VERSION 0.38.7)
set(CPM_HASH_SUM "83e5eb71b2bbb8b1f2ad38f1950287a057624e385c238f6087f94cdfc44af9c5")
if(CPM_SOURCE_CACHE)
set(CPM_DOWNLOAD_LOCATION "${CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
elseif(DEFINED ENV{CPM_SOURCE_CACHE})
set(CPM_DOWNLOAD_LOCATION "$ENV{CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
else()
set(CPM_DOWNLOAD_LOCATION "${CMAKE_BINARY_DIR}/cmake/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
endif()
# Expand relative path. This is important if the provided path contains a tilde (~)
get_filename_component(CPM_DOWNLOAD_LOCATION ${CPM_DOWNLOAD_LOCATION} ABSOLUTE)
file(DOWNLOAD
https://github.com/cpm-cmake/CPM.cmake/releases/download/v${CPM_DOWNLOAD_VERSION}/CPM.cmake
${CPM_DOWNLOAD_LOCATION} EXPECTED_HASH SHA256=${CPM_HASH_SUM}
)
include(${CPM_DOWNLOAD_LOCATION})

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main.cpp Normal file
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#include <iostream>
#include <JGL/logger/logger.h>
#include <ReWindow/types/Window.h>
#include <JUI/Widgets/Scene.hpp>
#include <JUI/Widgets/Slider.hpp>
#include <JUI/Widgets/Window.hpp>
#include "JUI/Widgets/CommandLine.hpp"
#include "JGL/types/Shader.h"
#include <ReWindow/Logger.h>
#include <Color4.hpp>
#include "JUI/Widgets/UtilityBar.hpp"
std::vector<std::string> string_expand(const std::string& input, char delimiter = ' ');
#pragma region OpenGL Introspection
inline std::string GetGLVendor() { return {(const char*)glGetString(GL_VENDOR)}; }
inline std::string GetGLRenderer() { return {(const char*)glGetString(GL_RENDERER)}; }
inline std::string GetGLVersion() { return {(const char*)glGetString(GL_VERSION)}; }
inline std::string GetGLSLVersion() { return {(const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)}; }
inline std::string GetGLExtensions() { return {(const char*)glGetString(GL_EXTENSIONS)}; }
inline std::vector<std::string> GetGLExtensionList() { return string_expand({(const char*)glGetString(GL_EXTENSIONS)}); }
#pragma endregion
std::vector<std::string> string_expand(const std::string& input, char delimiter)
{
std::vector<std::string> result;
std::stringstream ss (input);
std::string item;
while (getline(ss, item, delimiter)) {
result.push_back(item);
}
return result;
}
using namespace JUI::UDimLiterals;
/// A JUI Widget that displays a HSV color input dialog.
class ColorPicker : public JUI::Rect {
public:
Event<Color4> OnColorValueChanged;
void SetColorValue(const Color4& color);
Color4 GetColorValue() const;
JUI::TextRect* hex_label;
float hue = 0;
float sat = 1.f;
float bri = 1.f; // AKA val
ColorPicker() : Rect() {
Size({100_percent, 100_percent});
auto* row_layout = new JUI::VerticalListLayout(this);
row_layout->Padding(5_px);
hue_slider = new JUI::Slider(row_layout);
hue_slider->Size({100_percent, 28_px});
hue_slider->Minimum(0.f); hue_slider->Maximum(1.f);
hue_slider->Interval(1e-3f);
hue_slider->ValueChanged += [this] (float val) mutable {
hue_label->SetContent(std::format("Hue: {}", Math::FloorInt(val*360)));
hue = val * 360;
hue_slider->ScrubberColor(Color4::FromHSV(hue, 1.f, 1.f));
OnColorValueChanged.Invoke(Color4::FromHSV(hue, sat, bri));
};
hue_label = new JUI::Text(hue_slider);
hue_label->AlignCenterHorizontally();
hue_label->AlignTop();
hue_label->SetTextColor(Colors::Black);
hue_label->SetContent("Hue: 0");
sat_slider = new JUI::Slider(row_layout);
sat_slider->Size({100_percent, 28_px});
sat_slider->Minimum(0); sat_slider->Maximum(1);
sat_slider->Interval(1e-3f);
sat_slider->ValueChanged += [this] (float val) mutable {
sat_label->SetContent(std::format("Saturation: {}%", val*100.f));
sat = val;
OnColorValueChanged.Invoke(Color4::FromHSV(hue, sat, bri));
};
sat_label = new JUI::Text(sat_slider);
sat_label->AlignCenterHorizontally();
sat_label->AlignTop();
sat_label->SetTextColor(Colors::Black);
sat_label->SetContent("Saturation: 100%");
bri_slider = new JUI::Slider(row_layout);
bri_slider->Size({100_percent, 28_px});
bri_slider->Minimum(0); bri_slider->Maximum(1);
bri_slider->Interval(1e-3f);
bri_slider->ValueChanged += [this] (float val) mutable {
bri_label->SetContent(std::format("Brightness: {}%", val*100.f));
bri = val;
OnColorValueChanged.Invoke(Color4::FromHSV(hue, sat, bri));
};
bri_label = new JUI::Text(bri_slider);
bri_label->AlignCenterHorizontally();
bri_label->AlignTop();
bri_label->SetTextColor(Colors::Black);
bri_label->SetContent("Brightness: 100%");
auto* hue_box = new JUI::Rect();
}
explicit ColorPicker(Widget* parent) : ColorPicker() {
Parent(parent);
}
protected:
JUI::Slider* hue_slider;
JUI::Slider* sat_slider;
JUI::Slider* bri_slider;
JUI::Text* hue_label;
JUI::Text* sat_label;
JUI::Text* bri_label;
private:
};
class ReShaderProgram : public ReWindow::OpenGLWindow {
public:
JUI::Scene *scene;
JUI::UtilityBar* toolbar;
JUI::CommandLine *console;
JUI::Window* info_dialog;
JGL::Shader shader;
JGL::RenderTarget *canvas;
float u_time;
float u_scale = 2.f;
Vector2 u_translation {0.4f, 0.f};
Color4 u_rgb_1 = Colors::Greens::Chartreuse;
Color4 u_rgb_2 = Colors::Reds::LightCoral;
std::string frag_name;
std::string vert_name;
ReShaderProgram();
static std::filesystem::path VertexShaderFilepathFromPrefixName(const std::string &name)
{
return "../shaders/" + name + ".vert.glsl";
}
static std::filesystem::path FragmentShaderFilepathFromPrefixName(const std::string &name)
{
return "../shaders/" + name + ".frag.glsl";
}
void LoadShader(const std::string& name)
{
frag_name = name;
vert_name = name;
shader = Shader(VertexShaderFilepathFromPrefixName(name), FragmentShaderFilepathFromPrefixName(name));
}
void LoadShader(const std::string& vertex_name, const std::string& fragment_name)
{
this->vert_name = vertex_name;
this->frag_name = fragment_name;
shader = Shader(VertexShaderFilepathFromPrefixName(vert_name), FragmentShaderFilepathFromPrefixName(frag_name));
}
void LoadShaderWithDefaultVertex(const std::string& name) {
this->frag_name = name;
shader = Shader(VertexShaderFilepathFromPrefixName(vert_name), FragmentShaderFilepathFromPrefixName(name));
}
void ReloadShader() {
LoadShader(vert_name, frag_name);
}
using CmdArgs = std::vector<std::string>;
void PositionCmd(const CmdArgs& args) {
if (args.empty()) { // Output position + scale
console->Log(std::format("Pos: {}, {}, Zoom: {}", u_translation.x, u_translation.y, u_scale));
return;
}
if (args.size() >= 2) { // Set Position
u_translation.x = std::stof(args[0]);
u_translation.y = std::stof(args[1]);
if (args.size() >= 3) { // Also set scale
u_scale = std::stof(args[2]);
}
}
console->Log(std::format("{}", args.size()));
}
void CreateMenu() {
using namespace JUI::UDimLiterals;
toolbar = new JUI::UtilityBar(scene);
toolbar->AddSubmenu("File"); toolbar->AddSubmenu("Edit");
auto* btn_toggle_console = toolbar->AddButton("Console");
btn_toggle_console->OnClickEvent += [this] (auto a, auto b) mutable {
console->Toggle();
};
auto* btn_toggle_info_dialog = toolbar->AddButton("Info");
// TODO: Implement JUI structure that makes blocks of text easy to impelement.
info_dialog = new JUI::Window(scene);
info_dialog->SetTitle("FractalInspector - Read Me");
btn_toggle_info_dialog->OnClickEvent += [this] (auto a, auto b) mutable {
info_dialog->Toggle();
};
auto* layout = new JUI::VerticalListLayout(info_dialog->ViewportInstance());
layout->Padding(0_px);
auto line_item = [&] (const std::string& text, int size = 20, const Color4& color = Colors::White) {
auto* content = new JUI::TextRect(layout);
content->Size({100_percent, 25_px});
content->SetContent(text);
content->SetTextSize(size);
content->SetTextColor(color);
content->BGColor(Colors::Transparent);
content->AlignCenterHorizontally();
};
// TODO: Is this text useful and relevant, or does it come off as egotistic autofellatio?
line_item("FractalInspector V 1.0");
line_item("Developed & Maintained by Josh O'Leary");
line_item("(c) 2025 Redacted Software - redacted.cc");
line_item("This project is part of an independent research project to develop high-performance,", 18);
line_item("useful software that stands in contrast to all modern software trends.", 18);
line_item("This program is written in C++, from scratch.");
// TODO: Utilize for things later.
auto* wind = new JUI::Window(scene);
wind->SetTitle("Color-Picker A");
wind->MinSize({200, 150});
wind->Size({200_px, 150_px});
wind->Position({50_px, 50_px});
//wind->Close();
ColorPicker* pp = new ColorPicker(wind->ViewportInstance());
pp->OnColorValueChanged += [this] (const Color4& color) mutable {
u_rgb_1 = color;
};
auto* wind2 = new JUI::Window(scene);
wind2->SetTitle("Color-Picker B");
wind2->MinSize({200, 150});
wind2->Size({200_px, 150_px});
wind2->Position({50_px, 250_px});
ColorPicker* pp2 = new ColorPicker(wind2->ViewportInstance());
pp2->OnColorValueChanged += [this] (const Color4& color) mutable {
u_rgb_2 = color;
};
console = new JUI::CommandLine(scene);
console->MinSize(Vector2(200, 200));
console->MaxSize(Vector2(GetWidth()-10, GetHeight()-10));
console->Size({100_percent, 200_px});
console->Position({0_percent, JUI::UDim(-200, 1)});
console->OnInput += [this] (const std::string& message) {
auto tokens = string_expand(message);
if (tokens.size() == 0) {
console->Log("No command input!", Colors::Red);
return;
}
std::string cmd = tokens[0];
// Remove 0th element from tokens before passing to command delegates.
tokens.erase(tokens.begin());
if (cmd == "r" || cmd == "reload") {
ReloadShader();
} else if (cmd == "lf") {
if (tokens.size() > 1) {
std::string fragment = tokens[1];
// TODO: Check for file in question.
LoadShaderWithDefaultVertex(fragment);
return;
}
console->Log("Error: Command syntax is lf <fragment-shader-name>", Colors::Red);
} else if (cmd == "ls") {
if (tokens.size() > 1) {
std::string shader = tokens[1];
// TODO: Check for file in question.
LoadShader(shader);
return;
}
console->Log("Error: Command syntax is ls <shader-name>", Colors::Red);
} else if (cmd == "pos") {
return PositionCmd(tokens);
} else {
console->Log(std::format("No such command: {}", cmd), Colors::Red);
}
};
}
bool Open() override
{
if (!OpenGLWindow::Open())
return false;
auto size = GetSize();
auto vec_size = Vector2i(size.x, size.y);
if (!JGL::Init(vec_size, 0.f, 1.f))
return false;
JGL::Update(vec_size);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
// TODO: Delete when we update to the next release of JGL
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
scene = new JUI::Scene();
CreateMenu();
canvas = new RenderTarget(vec_size);
LoadShader("test", "mandelbrot");
console->Log(std::format("OpenGL Renderer: {}", GetGLRenderer()));
console->Log(std::format("OpenGL Vendor: {}", GetGLVendor()));
console->Log(std::format("OpenGL Version: {}", GetGLVersion()));
console->Log(std::format("GLSL Version: {}", GetGLSLVersion()));
/*auto ext_list = GetGLExtensionList();
// TODO: output 3 at a time.
console->Log("GL-Extensions: ");
std::string formatted_output = "";//"GL-Extensions: {}";
int iter = 0;
for (auto& str : ext_list) {
formatted_output += str + ", ";
iter++;
if (iter > 5) {
iter = 0;
console->Log(formatted_output);
formatted_output = "";
}
}*/
return true;
}
void PropagateWindowSize() {
auto size = GetSize();
Vector2i vSize = Vector2i(size.x, size.y);
JGL::Update(vSize);
scene->SetViewportSize(Vector2(vSize));
console->MaxSize(Vector2(GetWidth()-10, GetHeight()-10));
// TODO: Causes the shader canvas to not appear...?
//canvas->Resize(vSize);
}
void Update(float elapsed) {
scene->Update(elapsed);
if (IsKeyDown(Keys::F6)) {
u_scale = 2.f;
u_translation = {.4, 0};
}
// TODO: Vary the rate appropriately.
float rate = elapsed * 0.125f;
if (IsKeyDown(Keys::LeftShift))
rate *= 0.125f;
if (IsKeyDown(Keys::LeftControl))
rate *= 0.125f;
if (IsKeyDown(Keys::Minus))
u_scale += rate;
if (IsKeyDown(Keys::Equals))
u_scale -= rate;
if (IsKeyDown(Keys::DownArrow))
u_translation.y += rate;
if (IsKeyDown(Keys::UpArrow))
u_translation.y -= rate;
if (IsKeyDown(Keys::LeftArrow))
u_translation.x += rate;
if (IsKeyDown(Keys::RightArrow))
u_translation.x -= rate;
u_time += elapsed;
Vector2 u_res = Vector2(GetSize().x, GetSize().y);
// TODO: Why do we need to multiply X by 1.5 here?
Vector2 u_mouse = Vector2(GetMouseCoordinates().x*1.5f, GetSize().y-GetMouseCoordinates().y);
shader.SetVector2("u_resolution", u_res);
shader.SetFloat("u_time", u_time);
shader.SetVector2("u_mouse", u_mouse);
shader.SetVector3("u_rgb_1", Vector3(u_rgb_1.RN(), u_rgb_1.GN(), u_rgb_1.BN()));
shader.SetVector3("u_rgb_2", Vector3(u_rgb_2.RN(), u_rgb_2.GN(), u_rgb_2.BN()));
shader.SetFloat("u_scale", u_scale);
shader.SetVector2("u_translation", u_translation);
}
void Draw() {
Shader::UseDefault();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// TODO: Have to be particular about the order-of-operations in regards to shaders.
// Protip: Use RenderTarget to draw a quad with the shader in question. *After rendering the rest of the scene.*
J2D::Begin();
J2D::DrawRenderTarget(canvas, {0, 0});
J2D::End();
scene->Draw();
JGL::J2D::Begin(canvas, true);
shader.Use();
JGL::J2D::FillRect(Colors::Black, {0, 0}, Vector2(GetSize().x, GetSize().y));
JGL::J2D::End();
}
void OnRefresh(float elapsed) override {
PropagateWindowSize();
Update(elapsed);
Draw();
this->SwapBuffers();
}
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
if (e.Button == MouseButtons::Left)
scene->ObserveMouseInput(JUI::MouseButton::Left, true);
if (e.Button == MouseButtons::Middle)
scene->ObserveMouseInput(JUI::MouseButton::Middle, true);
if (e.Button == MouseButtons::Right)
scene->ObserveMouseInput(JUI::MouseButton::Right, true);
}
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
if (e.Button == MouseButtons::Left)
scene->ObserveMouseInput(JUI::MouseButton::Left, false);
if (e.Button == MouseButtons::Middle)
scene->ObserveMouseInput(JUI::MouseButton::Middle, false);
if (e.Button == MouseButtons::Right)
scene->ObserveMouseInput(JUI::MouseButton::Right, false);
}
void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
Vector2 nmp = Vector2(e.Position.x, e.Position.y);
scene->ObserveMouseMovement(nmp);
}
void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
if (scene->ObserveKeyInput(e.key, true))
return;
if (e.key == Keys::R)
ReloadShader();
}
void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
scene->ObserveKeyInput(e.key, false);
}
protected:
private:
};
ReShaderProgram::ReShaderProgram(): ReWindow::OpenGLWindow("ReShader", 1800, 1000, 2, 1) {
Shader::OnCompilationErrorMessage += [this](std::string type, std::string infoLog) {
auto log_lines = string_expand(infoLog, '\n');
console->Log(type, Colors::Red);
std::cerr << type << std::endl;
for (auto line: log_lines) {
console->Log(line, Colors::Red);
std::cerr << line << std::endl;
}
};
u_time = 0;
}
int main(int argc, char** argv) {
ReWindow::Logger::Debug.EnableConsole(false);
auto* program = new ReShaderProgram();
program->Open();
program->SetFullscreen(false);
program->SetVsyncEnabled(false);
program->SetResizable(true);
while (program->IsAlive())
program->ManagedRefresh();
return 0;
}

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#version 120
#ifdef GL_ES
precision highp float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform vec2 u_translation;
uniform float u_scale;
uniform vec3 u_rgb_1;
uniform vec3 u_rgb_2;
#define N 256. // Number of iterations?
#define B 4. // What does B mean?
vec3 pal(in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d) {
return a + b*cos(6.28318*(c*t+d));
}
// The mandelbrot set is a set of complex numbers c for which the function:
// f(z) = z*z + c
// stays bounded between a certain range of values when iterated from z = 0.
#define MAX_ITERATIONS 100.
vec2 square_imaginary(vec2 number) {
return vec2(
pow(number.x, 2) - pow(number.y, 2),
2*number.x*number.y
);
}
float iterate_mandelbrot(vec2 coord) {
vec2 z = vec2(0,0);
for (int i = 0; i < MAX_ITERATIONS; i++) {
z = square_imaginary(z) + coord;
if (length(z) > 2) return i / MAX_ITERATIONS;
}
return MAX_ITERATIONS;
}
float iterate(vec2 p) {
vec2 z = vec2(0), c = p;
float i;
for (i=0.; i < N; i++ ) {
z = mat2(z, -z.y, z.x) * z + c;
if (dot(z, z) > B*B) break;
}
//return i;
// Compute the iteration smoothly, instead of in integers.
if (p.y < 0.f) return i;
return i - log(log(dot(z, z)) / log(B)) / log(2.);;
}
void main() {
vec2 R = u_resolution.xy;
//float translate_h = .4;
//float translate_v = 0.0;
//float scale = 2.;
//vec2 translation = vec2(translate_h, translate_v);
vec2 uv = (u_scale * gl_FragCoord.xy - R - 1.) / R.y - u_translation;
//vec2 z = vec2(0), c = uv;
//float i;
//for (i = 0.; i < N; i++) {
// z = mat2(z, -z.y, z.x) * z + c;
// if (dot(z, z) > B*B) break;
//}
float n = iterate(uv) / N;
vec3 col = pal(fract(n + 0.5), vec3(.5), u_rgb_1, u_rgb_2, vec3(.0, .1, .2));
//if (n == 1.) {n = 0; }
gl_FragColor = vec4(n == 1. ? vec3(0) : col, 1.);
//vec2 st = gl_FragCoord.xy/u_resolution.xy;
//vec3 color = vec3(0.0);
//vec3 pct = vec3(st.x);
// pct.r = smoothstep(0.0,1.0, st.x);
// pct.g = sin(st.x*PI);
// pct.b = pow(st.x,0.5);
//color = mix(colorA, colorB, pct);
// Plot transition lines for each channel
// color = mix(color,vec3(1.0,0.0,0.0),plot(st,pct.r));
// color = mix(color,vec3(0.0,1.0,0.0),plot(st,pct.g));
// color = mix(color,vec3(0.0,0.0,1.0),plot(st,pct.b));
// gl_FragColor = vec4(color,1.0);
}

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#version 120
void main() {
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = ftransform();
}