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Avoid inVertexColor name collision
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@@ -720,7 +720,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
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ATTRIBUTE_(0) highp vec4 inVertexPosition;
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ATTRIBUTE_(1) mediump vec3 inVertexNormal;
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ATTRIBUTE_(2) lowp vec4 inVertexColor;
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ATTRIBUTE_(2) lowp vec4 inVertexColor_raw;
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ATTRIBUTE_(3) mediump float inVertexAux;
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ATTRIBUTE_(4) mediump vec2 inTexCoord0;
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ATTRIBUTE_(5) mediump vec2 inTexCoord1;
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@@ -734,7 +734,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
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}
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// Our vertex color has components reversed compared to what OpenGL
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// normally expects, so we need to take that into account.
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vertex_header += "#define inVertexColor (inVertexColor.bgra)\n";
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vertex_header += "#define inVertexColor (inVertexColor_raw.bgra)\n";
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fragment_header = "";
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if (use_glsl3) {
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