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Vertex shaders optimization
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@ -2,11 +2,11 @@
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uniform sampler2D texture0;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragTintColor;
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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