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const-ifying shaders
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@@ -11,7 +11,7 @@ uniform sampler2D u_texture; // world texture, has alpha value that is meaningfu
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uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
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out vec4 fragColor;
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vec2 boolean = vec2(0.0, 1.0);
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const vec2 boolean = vec2(0.0, 1.0);
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void main(void) {
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vec4 colorTex0 = texture(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
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