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fix v1 procedural shaders
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@ -264,12 +264,18 @@ float snoise(vec2 v) {
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return 130.0 * dot(m, g);
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}
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#define PROCEDURAL 1
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//PROCEDURAL_VERSION
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#ifdef PROCEDURAL_V1
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// shader playback time (in seconds)
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uniform float iGlobalTime;
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// the dimensions of the object being rendered
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uniform vec3 iWorldScale;
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#else
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// Unimplemented uniforms
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