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                            attribute vec3 position;
                            attribute vec2 texcoord;
                            uniform mat4 modelViewProjectionMatrix;
                            varying vec2 fragTexCoord;
                            void main()
                            {
                                vec2 pos = sign(position.xy);
                                fragTexCoord = texcoord;
                                gl_Position = vec4((pos.x/2.0)-0.5, pos.y, 0.0, 1.0);
                            }
                        
                        
                            #ifdef GL_ES
                            precision highp float;
                            #endif
                            uniform sampler2D tex;
                            uniform float leftEye;
                            varying vec2 fragTexCoord;
                            void main()
                            {
                                gl_FragColor = texture2D(tex, fragTexCoord);
                            }
                        
                    
                
                
            
        
        
            
                
                    
                        
                        
                        
                    
                    
                        
                        
                        
                            attribute vec3 position;
                            attribute vec2 texcoord;
                            uniform mat4 modelViewProjectionMatrix;
                            varying vec2 fragTexCoord;
                            void main()
                            {
                                vec2 pos = sign(position.xy);
                                fragTexCoord = texcoord;
                                gl_Position = vec4((pos.x + 1.0) / 2.0, pos.y, 0.0, 1.0);
                            }