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varying vertTexcoord renamed to vertTexCoord
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@@ -21,11 +21,11 @@
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uniform sampler2D texture;
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uniform sampler2D mask;
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varying vec4 vertTexcoord;
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varying vec4 vertTexCoord;
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void main() {
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vec3 texColor = texture2D(texture, vertTexcoord.st).rgb;
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vec3 maskColor = texture2D(mask, vertTexcoord.st).rgb;
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vec3 texColor = texture2D(texture, vertTexCoord.st).rgb;
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vec3 maskColor = texture2D(mask, vertTexCoord.st).rgb;
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float luminance = dot(maskColor, vec3(0.2126, 0.7152, 0.0722));
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gl_FragColor = vec4(texColor, luminance);
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}
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@@ -28,8 +28,8 @@ uniform sampler2D texture;
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uniform vec2 texOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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varying vec4 vertTexCoord;
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void main() {
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gl_FragColor = texture2D(shininess, vertTexcoord.st) * vertColor;
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gl_FragColor = texture2D(shininess, vertTexCoord.st) * vertColor;
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}
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@@ -26,11 +26,11 @@ attribute vec4 color;
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attribute vec2 texCoord;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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varying vec4 vertTexCoord;
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void main() {
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gl_Position = transform * vertex;
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vertColor = color;
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vertTexcoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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}
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@@ -43,7 +43,7 @@ attribute vec4 emissive;
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attribute float shininess;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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varying vec4 vertTexCoord;
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const float zero_float = 0.0;
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const float one_float = 1.0;
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@@ -141,5 +141,5 @@ void main() {
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vec4(emissive.rgb, 0);
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// Calculating texture coordinates, with r and q set both to one
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vertTexcoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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}
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