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