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Temporary fix for Mavericks: the skin shader isn't getting the color, so just
use white. We're not using vertex colors on anything skinned yet, anyway.
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@ -32,7 +32,7 @@ void main(void) {
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normal = normalize(gl_ModelViewMatrix * normal);
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// pass along the vertex color
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gl_FrontColor = gl_Color;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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