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//Copyright (c) 2020 BlenderNPR and contributors. MIT license.
#include "Pipelines/NPR_Pipeline.glsl"
uniform sampler1D color_gradient;
uniform vec4 line_color = vec4(0.0,0.0,0.0,1.0);
uniform float line_id_boundary_width = 1.0;
//Copyright (c) 2020 BlenderNPR and contributors. MIT license.
#include "Pipelines/NPR_Pipeline.glsl"
uniform int choose_color_0_texture_1_vertex_2 = 0;
uniform vec3 color;
uniform sampler2D color_texture;
uniform int color_texture_uv_index;
uniform int color_vertex_index;