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&֕?YO10FFGLShaderglBindFramebufferEXTglBindRenderbufferEXTglCheckFramebufferStatusEXTglDeleteFramebuffersEXTglDeleteRenderbuffersEXTglFramebufferRenderbufferEXTglFramebufferTexture1DEXTglFramebufferTexture2DEXTglFramebufferTexture3DEXTglGenFramebuffersEXTglGenRenderbuffersEXTglGenerateMipmapEXTglGetFramebufferAttachmentParameterivEXTglGetRenderbufferParameterivEXTglIsFramebufferEXTglIsRenderbufferEXTglRenderbufferStorageEXTglDeleteObjectARBglGetHandleARBglDetachObjectARBglCreateShaderObjectARBglShaderSourceARBglCompileShaderARBglCreateProgramObjectARBglAttachObjectARBglLinkProgramARBglUseProgramObjectARBglValidateProgramARBglUniform1fARBglUniform2fARBglUniform3fARBglUniform4fARBglUniform1iARBglUniform2iARBglUniform3iARBglUniform4iARBglUniform1fvARBglUniform2fvARBglUniform3fvARBglUniform4fvARBglUniform1ivARBglUniform2ivARBglUniform3ivARBglUniform4ivARBglUniformMatrix2fvARBglUniformMatrix3fvARBglUniformMatrix4fvARBglGetObjectParameterfvARBglGetObjectParameterivARBglGetInfoLogARBglGetAttachedObjectsARBglGetUniformLocationARBglGetActiveUniformARBglGetUniformfvARBglGetUniformivARBglGetShaderSourceARBglActiveTextureglClientActiveTextureglMultiTexCoord1dglMultiTexCoord1dvglMultiTexCoord1fglMultiTexCoord1fvglMultiTexCoord1iglMultiTexCoord1ivglMultiTexCoord1sglMultiTexCoord1svglMultiTexCoord2dglMultiTexCoord2dvglMultiTexCoord2fglMultiTexCoord2fvglMultiTexCoord2iglMultiTexCoord2ivglMultiTexCoord2sglMultiTexCoord2svglMultiTexCoord3dglMultiTexCoord3dvglMultiTexCoord3fglMultiTexCoord3fvglMultiTexCoord3iglMultiTexCoord3ivglMultiTexCoord3sglMultiTexCoord3svglMultiTexCoord4dglMultiTexCoord4dvglMultiTexCoord4fglMultiTexCoord4fvglMultiTexCoord4iglMultiTexCoord4ivglMultiTexCoord4sglMultiTexCoord4sv18CFFGLPluginManager%1.2f18CFreeFrameGLPluginMPOLPolarCoordinatesConverts between cartesian and polar coordinate systemsby Matias Wilkman (from code by Matthew Allen)Cartesian>PolarPolar>Cartesian%.1fShader binding failed!amountCartesian to PolarAmountvoid main(){ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color;}uniform sampler2D sampler0;vec2 cartesian(vec2 coords){ return coords - vec2(0.5);}vec2 cartToPolar(vec2 coords){ float mag = length(coords)*2.0; mag = clamp(mag, 0.0, 1.0); float angle = atan(coords.y, coords.x); angle = (angle-1.57079633)/6.28319; coords.x = angle; coords.y = -1.0*mag; return coords;}uniform float amount;void main(void){ vec2 coords; coords = cartesian(gl_TexCoord[0].st); coords = cartToPolar(coords); coords = mix(gl_TexCoord[0].st, coords, amount); coords = fract(coords); gl_FragColor = texture2D(sampler0, coords);}uniform sampler2D sampler0;vec2 polar(vec2 coords){ coords = coords / 2.0; coords += 0.5; return coords;}vec2 polarToCart(vec2 coords){ float mag = coords[1]; float angle = -1.0*coords[0]*6.28319+1.57079633; coords[0] = mag*cos(angle); coords[1] = mag*sin(angle); return coords;}uniform float amount;void main(void){ vec2 coords = gl_TexCoord[0].st; coords[0] = mix(1.0, 0.0, coords[0]); coords[1] = mix(1.0, 0.0, coords[1]); coords = polarToCart(coords); coords = polar(coords); coords = mix(gl_TexCoord[0].st, coords, amount); coords = fract(coords); gl_FragColor = texture2D(sampler0, coords);}20FFGLPolarCoordinates%$Dx%$0<%$08H 08H4$@XT' (8zPR|A ( ¬ AA~(L$  A pA~$xt A`A~zPR|AR , < A `A~zPR|A $ Ť A PA~$H( A PA~pƨ\ PA~D PA~, A  A~zPLR|A1 , 4  A A~,Pʴ A PA~, T A PA~,D A PA~,8 A PA~zPR|A& ,  A `A~,PӸ A`A~0Ԍ A `A~zPR|Av  ظ4جHؠ\ؔ,pt A A~,@H A PA~(׀D A PA~(טD A PA~zPR|AR ( ״\ A PA~$Ld A PA~(t  A PA~(؀X A PA~,جh APA~, A pA~,,Dt A`A~,\ڨ A PA~,<l APA~,ۘP A  PA~zPLR|Ai 0 l APA~0T d APA~P, A  pA~,ݬ A `A~@ބ  A A~D(PA~0d  A `A~, A PA~,\{ A PA~                                QXPT08xP!\ 8?P#P"##!!!##!@PQ8221<0$,,+-#!FXPAAC2P@P @P@P@P@P@P 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