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More minor shader cleanups
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@@ -4,8 +4,6 @@
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uniform sampler2D baseTexture;
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#endif
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VARYING_ vec3 vNormal;
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VARYING_ vec3 vPosition;
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CENTROID_ VARYING_ lowp vec4 varColor;
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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CENTROID_ VARYING_ float varTexLayer; // actually int
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@@ -1,5 +1,3 @@
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VARYING_ vec3 vNormal;
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VARYING_ vec3 vPosition;
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CENTROID_ VARYING_ lowp vec4 varColor;
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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CENTROID_ VARYING_ float varTexLayer; // actually int
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@@ -13,8 +11,6 @@ void main(void)
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vec4 pos = inVertexPosition;
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gl_Position = mWorldViewProj * pos;
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vPosition = gl_Position.xyz;
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vNormal = inVertexNormal;
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vec4 color = inVertexColor;
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varColor = clamp(color, 0.0, 1.0);
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