Fix shader compile
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@@ -1,12 +1,8 @@
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#version 330
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in vec3 pos;
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in vec2 tex;
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in vec4 col;
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uniform mat4 projectionMatrix;
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out vec2 texCoord;
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out vec4 color;
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uniform sampler2D tex;
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in vec2 texCoord;
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in vec4 color;
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out vec4 FragColor;
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void main() {
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gl_Position = projectionMatrix * vec4(pos, 1.0);
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texCoord = tex;
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color = col;
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FragColor = textureLod(tex, texCoord, 0) * color;
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}
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@@ -1,8 +1,12 @@
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#version 330
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uniform sampler2D tex;
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in vec2 texCoord;
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in vec4 color;
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out vec4 FragColor;
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in vec3 pos;
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in vec2 tex;
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in vec4 col;
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uniform mat4 projectionMatrix;
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out vec2 texCoord;
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out vec4 color;
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void main() {
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FragColor = textureLod(tex, texCoord, 0) * color;
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gl_Position = projectionMatrix * vec4(pos, 1.0);
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texCoord = tex;
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color = col;
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}
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