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// Cyrille Henry 2007
#extension GL_ARB_texture_rectangle : enable
uniform float K;
uniform sampler2DRect texture, texture1, texture2;
const float dx = 1.;
const float dy = 1.;
const float dp = 1.;
void main (void)
{
float light;
vec2 position = gl_TexCoord[0].st;
vec4 C, C1;
C = texture2DRect(texture2, position) ;
vec4 color2 = texture2DRect(texture1, (position+K*C.rg));
gl_FragColor = color2;
}
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