Update shaders
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@@ -7,5 +7,5 @@ in vec4 color;
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out vec4 frag_color;
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void main() {
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frag_color = vec4(1.0) - textureLod(tex, tex_coord, 0).rgba * color;
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frag_color = vec4(1.0, 1.0, 1.0, 1.0) - textureLod(tex, tex_coord, 0).rgba * color;
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}
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@@ -12,8 +12,8 @@ out vec4 prevwvpposition;
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void main() {
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vec4 spos = vec4(pos.xyz, 1.0);
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wnormal = normalize(N * vec3(nor.xy, pos.w));
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gl_Position = WVP * spos;
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wnormal = normalize(mul(vec3(nor.xy, pos.w), N));
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gl_Position = mul(spos, WVP);
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wvpposition = gl_Position;
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prevwvpposition = prevWVP * spos;
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prevwvpposition = mul(spos, prevWVP);
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}
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