	.file	"54824472.c"
	.intel_syntax noprefix
	.text
	.globl	shader_source_vertex
	.section	.rodata
	.align 8
.LC0:
	.ascii	"\t\t\t\t\t#version 330 core\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.ascii	"\t\t\t\t\t\t\tlayout(location = 0) in vec3 in_position;\t\t\t"
	.ascii	"\tlayout(location = 1) in vec2 in_uv;\t\t\t\t\t\tlayout(loca"
	.ascii	"tion = 2) in vec4 in_color;\t\t\t\t\tuniform mat4 in_project"
	.ascii	"ion;\t\t\t\t\t\t\t\tout vec2 frag_"
	.string	"uv;\t\t\t\t\t\t\t\t\t\tout vec4 frag_color;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tvoid main()\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t    frag_uv = in_uv;\t\t\t\t\t\t\t\t\t    frag_color = in_color;\t\t\t\t\t\t\t\t\tmat4 proj = in_projection;\t\t\t\t\t\t\t    gl_Position = proj * vec4(in_position, 1); \t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.section	.data.rel.local,"aw"
	.align 8
	.type	shader_source_vertex, @object
	.size	shader_source_vertex, 8
shader_source_vertex:
	.quad	.LC0
	.globl	shader_source_fragment
	.section	.rodata
	.align 8
.LC1:
	.ascii	"\t\t\t\t\t#ve"
	.string	"rsion 330 core\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tuniform float in_time;\t\t\t\t\t\t\t\t\tin vec2 frag_uv;\t\t\t\t\t\t\t\t\t\tin vec4 frag_color;\t\t\t\t\t\t\t\t\t\tout vec4 outColor;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tvoid main()\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t    outColor = frag_color;\t\t\t\t\t   \t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.section	.data.rel.local
	.align 8
	.type	shader_source_fragment, @object
	.size	shader_source_fragment, 8
shader_source_fragment:
	.quad	.LC1
	.globl	tex_shader_source_fragment
	.section	.rodata
	.align 8
.LC2:
	.ascii	"\t\t\t\t#version 330 core\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.ascii	"\t\t\t\t\t\tuniform sampler2D texture_sample;\t\t\t\t\t\tuni"
	.ascii	"form float in_time;\t\t\t\t\t\t\t\t\tin vec2 frag_uv;\t\t\t\t"
	.ascii	"\t\t\t\t\t\tin vec4 frag_color;\t\t\t\t\t\t\t\t\t\tout vec4 "
	.ascii	"outColor;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tvoi"
	.ascii	"d main()\t\t\t\t\t"
	.string	"\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tvec4 txc = texture(texture_sample, frag_uv); \t\t\tif (txc.a > 0)\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\toutColor = mix(txc, frag_color, frag_color.a);\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\telse\t\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tdiscard;\t\t\t\t\t\t\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.section	.data.rel.local
	.align 8
	.type	tex_shader_source_fragment, @object
	.size	tex_shader_source_fragment, 8
tex_shader_source_fragment:
	.quad	.LC2
	.globl	blending_tex_shader_source_fragment
	.section	.rodata
	.align 8
.LC3:
	.ascii	"\t\t#version 330 core\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.ascii	"\t\t\t\tuniform sampler2D texture_sample;\t\t\t\t\t\tuniform"
	.ascii	" float in_time;\t\t\t\t\t\t\t\t\tin vec2 frag_uv;\t\t\t\t\t\t"
	.ascii	"\t\t\t\tin vec4 frag_color;\t\t\t\t\t\t\t\t\t\tout vec4 outC"
	.ascii	"olor;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tvoid ma"
	.ascii	"in()\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tv"
	.ascii	"ec4 txc = texture(text"
	.string	"ure_sample, frag_uv); \t\t\tif (txc.a > 0)\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tfloat newa = txc.a - (1.0 - frag_color.a);\t   \t\t\toutColor = vec4(frag_color.rgb, newa);\t\t   \t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\telse\t\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tdiscard;\t\t\t\t\t\t\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.section	.data.rel.local
	.align 8
	.type	blending_tex_shader_source_fragment, @object
	.size	blending_tex_shader_source_fragment, 8
blending_tex_shader_source_fragment:
	.quad	.LC3
	.globl	flashing_tex_shader_source_fragment
	.section	.rodata
	.align 8
.LC4:
	.ascii	"\t\t\t\t#version 330 core\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.ascii	"\t\t\t\t\t\t\t\t\t\tuniform sampler2D texture_sample;\t\t\t\t"
	.ascii	"\t\t\t\tuniform float in_time;\t\t\t\t\t\t\t\t   \t\t\tin ve"
	.ascii	"c2 frag_uv;\t\t\t\t\t\t\t\t\t\t\t\tin vec4 frag_color;\t\t\t"
	.ascii	"\t\t\t\t\t\t\t\t\tout vec4 outColor;\t\t\t\t\t\t\t\t\t\t\t\t"
	.ascii	"\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tvoid main()\t\t\t\t\t\t\t\t\t"
	.ascii	"\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tfloat tim = 0.5"
	.ascii	" + 0.5 * sin(in_time * 10.0);\t   \t\t\t\tv"
	.string	"ec4 txc = texture(texture_sample, frag_uv); \t\t\t\t\tif (txc.a > 0)\t\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\toutColor = mix(txc, frag_color, frag_color.a * tim);\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\telse\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t{\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tdiscard;\t\t\t\t\t\t\t\t\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"
	.section	.data.rel.local
	.align 8
	.type	flashing_tex_shader_source_fragment, @object
	.size	flashing_tex_shader_source_fragment, 8
flashing_tex_shader_source_fragment:
	.quad	.LC4
	.ident	"GCC: (Ubuntu 10.5.0-1ubuntu1~20.04) 10.5.0"
	.section	.note.GNU-stack,"",@progbits
	.section	.note.gnu.property,"a"
	.align 8
	.long	 1f - 0f
	.long	 4f - 1f
	.long	 5
0:
	.string	 "GNU"
1:
	.align 8
	.long	 0xc0000002
	.long	 3f - 2f
2:
	.long	 0x3
3:
	.align 8
4:

	.arch armv5t
	.eabi_attribute 20, 1
	.eabi_attribute 21, 1
	.eabi_attribute 23, 3
	.eabi_attribute 24, 1
	.eabi_attribute 25, 1
	.eabi_attribute 26, 2
	.eabi_attribute 30, 6
	.eabi_attribute 34, 0
	.eabi_attribute 18, 4
	.file	"54824472.c"
	.text
	.global	shader_source_vertex
	.section	.rodata
	.align	2
.LC0:
	.ascii	"\011\011\011\011\011#version 330 core\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011layout(location = 0) in"
	.ascii	" vec3 in_position;\011\011\011\011layout(location ="
	.ascii	" 1) in vec2 in_uv;\011\011\011\011\011\011layout(lo"
	.ascii	"cation = 2) in vec4 in_color;\011\011\011\011\011un"
	.ascii	"iform mat4 in_projection;\011\011\011\011\011\011\011"
	.ascii	"\011out vec2 frag_uv;\011\011\011\011\011\011\011\011"
	.ascii	"\011\011out vec4 frag_color;\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011void main()\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011{\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011    frag_uv = in_uv;\011"
	.ascii	"\011\011\011\011\011\011\011\011    frag_color = in"
	.ascii	"_color;\011\011\011\011\011\011\011\011\011mat4 pro"
	.ascii	"j = in_projection;\011\011\011\011\011\011\011    g"
	.ascii	"l_Position = proj * vec4(in_position, 1); \011\011\011"
	.ascii	"}\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\000"
	.data
	.align	2
	.type	shader_source_vertex, %object
	.size	shader_source_vertex, 4
shader_source_vertex:
	.word	.LC0
	.global	shader_source_fragment
	.section	.rodata
	.align	2
.LC1:
	.ascii	"\011\011\011\011\011#version 330 core\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011uniform float in_time;\011"
	.ascii	"\011\011\011\011\011\011\011\011in vec2 frag_uv;\011"
	.ascii	"\011\011\011\011\011\011\011\011\011in vec4 frag_co"
	.ascii	"lor;\011\011\011\011\011\011\011\011\011\011out vec"
	.ascii	"4 outColor;\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011void main()\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011{\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011    outColor = frag_color;\011\011\011"
	.ascii	"\011\011   \011\011\011}\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\000"
	.data
	.align	2
	.type	shader_source_fragment, %object
	.size	shader_source_fragment, 4
shader_source_fragment:
	.word	.LC1
	.global	tex_shader_source_fragment
	.section	.rodata
	.align	2
.LC2:
	.ascii	"\011\011\011\011#version 330 core\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011uniform sampler2D texture_s"
	.ascii	"ample;\011\011\011\011\011\011uniform float in_time"
	.ascii	";\011\011\011\011\011\011\011\011\011in vec2 frag_u"
	.ascii	"v;\011\011\011\011\011\011\011\011\011\011in vec4 f"
	.ascii	"rag_color;\011\011\011\011\011\011\011\011\011\011o"
	.ascii	"ut vec4 outColor;\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011void main()\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011{\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011vec4 txc = texture(texture_"
	.ascii	"sample, frag_uv); \011\011\011if (txc.a > 0)\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011{\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011outColo"
	.ascii	"r = mix(txc, frag_color, frag_color.a);\011\011}\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"else\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011{\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011discard;\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011}\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011}\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\000"
	.data
	.align	2
	.type	tex_shader_source_fragment, %object
	.size	tex_shader_source_fragment, 4
tex_shader_source_fragment:
	.word	.LC2
	.global	blending_tex_shader_source_fragment
	.section	.rodata
	.align	2
.LC3:
	.ascii	"\011\011#version 330 core\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011uniform sampler2D texture_sample;\011"
	.ascii	"\011\011\011\011\011uniform float in_time;\011\011\011"
	.ascii	"\011\011\011\011\011\011in vec2 frag_uv;\011\011\011"
	.ascii	"\011\011\011\011\011\011\011in vec4 frag_color;\011"
	.ascii	"\011\011\011\011\011\011\011\011\011out vec4 outCol"
	.ascii	"or;\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011voi"
	.ascii	"d main()\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011{\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011vec4 txc = texture(texture_sample, frag"
	.ascii	"_uv); \011\011\011if (txc.a > 0)\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011{\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011float newa = txc.a "
	.ascii	"- (1.0 - frag_color.a);\011   \011\011\011outColor "
	.ascii	"= vec4(frag_color.rgb, newa);\011\011   \011\011}\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"else\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011{\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011discard;\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011}\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011}\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\000"
	.data
	.align	2
	.type	blending_tex_shader_source_fragment, %object
	.size	blending_tex_shader_source_fragment, 4
blending_tex_shader_source_fragment:
	.word	.LC3
	.global	flashing_tex_shader_source_fragment
	.section	.rodata
	.align	2
.LC4:
	.ascii	"\011\011\011\011#version 330 core\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011uniform sam"
	.ascii	"pler2D texture_sample;\011\011\011\011\011\011\011\011"
	.ascii	"uniform float in_time;\011\011\011\011\011\011\011\011"
	.ascii	"   \011\011\011in vec2 frag_uv;\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011in vec4 frag_color;\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011out vec"
	.ascii	"4 outColor;\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011void main()\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011{\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"float tim = 0.5 + 0.5 * sin(in_time * 10.0);\011   "
	.ascii	"\011\011\011\011vec4 txc = texture(texture_sample, "
	.ascii	"frag_uv); \011\011\011\011\011if (txc.a > 0)\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011{\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011outColor = mix(txc, frag_color, frag_color."
	.ascii	"a * tim);\011\011}\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011else\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011{\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011discard;\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011}\011\011\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011}\011\011\011\011\011\011\011\011"
	.ascii	"\011\011\011\011\011\011\011\011\000"
	.data
	.align	2
	.type	flashing_tex_shader_source_fragment, %object
	.size	flashing_tex_shader_source_fragment, 4
flashing_tex_shader_source_fragment:
	.word	.LC4
	.ident	"GCC: (Ubuntu 9.4.0-1ubuntu1~20.04.2) 9.4.0"
	.section	.note.GNU-stack,"",%progbits
