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
Most of our shaders relied on implicit int->float conversions. This fixes the assumption that this is allowed
10 lines
108 B
GLSL
10 lines
108 B
GLSL
uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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ocol0 = texture(samp9, uv0) * 3.0;
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}
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