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Update #18 - Final release, added PBR shaders
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@ -15,7 +15,7 @@
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*/
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precision lowp int;
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precision lowp float;
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precision highp float;
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precision lowp sampler2D;
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layout(location = 0) in vec2 a_position2f;
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@ -23,6 +23,6 @@ layout(location = 0) in vec2 a_position2f;
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out vec2 v_position2f;
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void main() {
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v_position2f = a_position2f;
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gl_Position = vec4(a_position2f * 2.0 - 1.0, 0.0, 1.0);
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v_position2f = a_position2f * 0.5 + 0.5;
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gl_Position = vec4(a_position2f, 0.0, 1.0);
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}
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