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/* To be compiled with common_hair_lib.glsl */
out vec4 finalColor;
#ifdef TF_WORKAROUND
uniform int targetWidth;
uniform int targetHeight;
uniform int idOffset;
#endif
void main(void)
{
float interp_time;
vec4 data0, data1, data2, data3;
hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
vec4 weights = hair_get_weights_cardinal(interp_time);
finalColor = hair_interp_data(data0, data1, data2, data3, weights);
#ifdef TF_WORKAROUND
int id = gl_VertexID - idOffset;
gl_Position.x = ((float(id % targetWidth) + 0.5) / float(targetWidth)) * 2.0 - 1.0;
gl_Position.y = ((float(id / targetWidth) + 0.5) / float(targetHeight)) * 2.0 - 1.0;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
gl_PointSize = 1.0;
#endif
}
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