Fix attrib names
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+10
-10
@@ -8,12 +8,12 @@ class ConstData {
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public static var layerViewVert = "
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uniform float4x4 projectionMatrix;
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struct SPIRV_Cross_Output { float4 color : TEXCOORD0; float2 texCoord : TEXCOORD1; float4 gl_Position : SV_Position; };
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SPIRV_Cross_Output main(float3 vertexPosition : TEXCOORD0, float2 texPosition : TEXCOORD1, float4 vertexColor : TEXCOORD2) {
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SPIRV_Cross_Output main(float3 pos : TEXCOORD0, float2 tex : TEXCOORD1, float4 col : TEXCOORD2) {
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = mul(float4(vertexPosition, 1.0f), projectionMatrix);
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stage_output.gl_Position = mul(float4(pos, 1.0f), projectionMatrix);
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stage_output.gl_Position.z = (stage_output.gl_Position.z + stage_output.gl_Position.w) * 0.5;
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stage_output.texCoord = texPosition;
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stage_output.color = vertexColor;
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stage_output.texCoord = tex;
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stage_output.color = col;
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return stage_output;
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}
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";
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@@ -28,16 +28,16 @@ float4 main(float4 color : TEXCOORD0, float2 texCoord : TEXCOORD1) : SV_Target0
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#else // kha_opengl
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public static var layerViewVert = "#version 330
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in vec3 vertexPosition;
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in vec2 texPosition;
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in vec4 vertexColor;
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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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gl_Position = projectionMatrix * vec4(vertexPosition, 1.0);
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texCoord = texPosition;
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color = vertexColor;
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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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";
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public static var layerViewFrag = "#version 330
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