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			// The MIT License | 
			
		
		
	
		
			
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			// Copyright © 2013 Inigo Quilez | 
			
		
		
	
		
			
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			// Permission is hereby granted, free of charge, to any person obtaining a copy | 
			
		
		
	
		
			
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			// of this software and associated documentation files (the "Software"), to deal | 
			
		
		
	
		
			
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			// in the Software without restriction, including without limitation the rights | 
			
		
		
	
		
			
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			// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
			
		
		
	
		
			
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			// copies of the Software, and to permit persons to whom the Software is | 
			
		
		
	
		
			
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			// furnished to do so, subject to the following conditions: | 
			
		
		
	
		
			
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			// The above copyright notice and this permission notice shall be included in all | 
			
		
		
	
		
			
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			// copies or substantial portions of the Software. | 
			
		
		
	
		
			
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			// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
			
		
		
	
		
			
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			// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
			
		
		
	
		
			
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			// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | 
			
		
		
	
		
			
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			// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
			
		
		
	
		
			
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			// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
			
		
		
	
		
			
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			// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | 
			
		
		
	
		
			
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			// SOFTWARE. | 
			
		
		
	
		
			
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			// A list of useful distance function to simple primitives, and an example on how to | 
			
		
		
	
		
			
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			// do some interesting boolean operations, repetition and displacement. | 
			
		
		
	
		
			
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			// | 
			
		
		
	
		
			
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			// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm | 
			
		
		
	
		
			
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			#version 120 | 
			
		
		
	
		
			
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			// Input vertex attributes (from vertex shader) | 
			
		
		
	
		
			
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			varying vec2 fragTexCoord; | 
			
		
		
	
		
			
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			varying vec4 fragColor; | 
			
		
		
	
		
			
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			uniform vec3 viewEye; | 
			
		
		
	
		
			
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			uniform vec3 viewCenter; | 
			
		
		
	
	
		
			
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