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More typos in glsl
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3 changed files with 4 additions and 4 deletions
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@ -38,8 +38,8 @@ void main(void) {
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gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
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// and the texture coordinates
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.f, 1.f);
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interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.f, 1.f)).xy;
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
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interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
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// use standard pipeline transform
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gl_Position = ftransform();
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@ -40,7 +40,7 @@ void main(void) {
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gl_FrontColor = gl_FrontMaterial.diffuse;
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// and the texture coordinates
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.f, 1.f);
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * position;
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}
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@ -48,7 +48,7 @@ void main(void) {
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gl_FrontColor = gl_FrontMaterial.diffuse;
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// and the texture coordinates
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.f, 1.f);
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * interpolatedPosition;
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}
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