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possible fix for shader compilation error
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@ -20,8 +20,6 @@
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// the source occlusion texture
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LAYOUT(binding=RENDER_UTILS_TEXTURE_SSAO_OCCLUSION) uniform sampler2DArray occlusionMaps;
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layout(location=0) in vec4 varTexCoord0;
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layout(location=0) out vec4 outFragColor;
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void main(void) {
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