SPV: Require desktop 140 or ES 310 or above.
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@@ -1,21 +1,21 @@
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#version 130
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#version 140
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uniform sampler2D texSampler2D;
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varying vec4 color;
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varying float alpha;
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in vec4 color;
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in float alpha;
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varying vec4 gl_TexCoord[6];
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in vec4 TexCoord[6];
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varying vec4 userIn[2];
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in vec4 userIn[2];
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uniform int a, b;
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void main()
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{
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vec4 texColor = texture(texSampler2D, vec2(userIn[b] + gl_TexCoord[a] + gl_TexCoord[5]));
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vec4 texColor = texture(texSampler2D, vec2(userIn[b] + TexCoord[a] + TexCoord[5]));
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texColor += color;
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texColor.a = alpha;
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gl_FragColor = gl_TexCoord[0] + gl_TexCoord[b] + texColor + userIn[a];
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gl_FragColor = TexCoord[0] + TexCoord[b] + texColor + userIn[a];
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}
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