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Corrected some issues on OpenGL ES
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -40,7 +40,7 @@ void main()
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}
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tc += center;
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vec3 color = texture(texture0, tc/texSize).rgb;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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finalColor = vec4(color, 1.0);;
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finalColor = vec4(color.rgb, 1.0);;
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}
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