text/microsoft-resx
2.0
System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
#version 140
in vec3 normal;
out vec4 outputColor;
void main()
{
vec3 unitNormal = normalize(normal);
float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1);
vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y;
vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt;
vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159;
color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y;
color += vec3(0.368, 0.477, 0.735) * ContributionWeights.x;
outputColor = vec4(sqrt(color), 1);
}
#version 140
out vec4 outputColor;
void main()
{
outputColor = vec4(0, 0, 0, 1);
}
#version 140
out vec4 outputColor;
in vec4 color;
void main()
{
outputColor = color;
}
..\Resources\preview.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
#version 140
in vec3 vertexPosition;
in vec3 normalDirection;
in vec4 vertexColor;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projMatrix;
out vec3 normal;
out vec4 color;
void main()
{
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(vertexPosition, 1.0);
normal = normalDirection;
color = vertexColor;
}
..\Resources\as.ico;System.Drawing.Icon, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a