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Update skinning.fs
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@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
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void main()
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{
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// Fetch color from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
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gl_FragColor = texelColor*colDiffuse*fragColor;
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