<table><tr><th>From:</th><th>Lesley Groff</th></tr><tr><td>Sent:</td><td>Wednesday, February 1, 2017 11:08 PM</td></tr><tr><td>To:</td><td>Jefffrey Epstein</td></tr><tr><td>Subject:</td><td>Work from home tomorrow?</td></tr></table>

Since wheels up is 11am should I just work from home tomorrow? I can certain=y come in at 9am if you want me to!!

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const int MAX_FRACTIONS =2;
const float TEXTURE_WIDTH =6.0;
const float FULL_TEXEL_X =.0 / TEXTURE_WIDTH; const float HALF_TEXEL_X =ULL_TEXEL_X / 2.0; uniform vec4
fractions[12]; uniform sampler2D colors; uniform float offset;
vec4 sampleGradient(float dist) {
int i;

float relFraction =.0;

{

relFraction + lamp((dist - fractions[0].x) * fractions[0].y, 0.0, 1.0); } { relFraction +-lamp((dist - fractions[1].x) * fractions[1].y, 0.0, 1.0); } { relFraction +=lamp((dist - fractions[2].x) * fractions[2].y, 0.0, 1.0); } { relFraction +=lamp((dist - fractions[3].x) * fractions[3].y, 0.0, 1.0); } { relFraction +=lamp((dist - fractions[4].x) * fractions [4].y, 0.0, 1.0); } { relFraction + lamp((dist - fractions[5].x) * fractions[5].y, 0.0, 1.0); } { relFraction +-lamp((dist - fractions [6].x) * fractions [6].y, 0.0, 1.0); } { relFraction +=lamp((dist - fractions [7].x) * fractions [7].y, 0.0, 1.0); } { relFraction +=lamp((dist- fractions[8].x) * fractions [8].y, 0.0, 1.0); } { relFraction +-lamp((dist - fractions [9].x) * fractions [9].y, 0.0, 1.0); } { relFraction + lamp((dist - fractions [10].x) * fractions [10].y, 0.0, 1.0); } float tc =ALF_TEXEL_X+ (FULL_TEXEL_X* relFraction); return texture2D(colors, vec2(tc, offset)); } vec4 cycleNone(float dist) { if (dist <=.0){

return texture2D(colors, vec2(0.0, offset)); } else if (dist >= .0) { return texture2D(colors, vec2(1.0, offset)); } else { return sampleGradient(dist); } }
vec4 cycleReflect(float dist) {
dist = .0 - (abs(fract(dist * 0.5) - 0.5) * 2.0); return sampleGradient(dist); }

vec4 cycleRepeat(float dist) {
	dist =ract(dist);
	return sampleGradient(dist);
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uniform vec4 m0;
uniform vec4 m1;
uniform vec3 precalc;
uniform vec3 perspVec;
lowp vec4 paint(vec2 winCoord) {
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} PK