Change PaletteReference.TextureIndex to an integer.
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@@ -2,6 +2,7 @@
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uniform vec3 Scroll;
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uniform vec3 p1, p2;
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uniform float PaletteRows;
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in vec3 aVertexPosition;
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in vec4 aVertexTexCoord;
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@@ -9,7 +10,7 @@ in vec2 aVertexTexMetadata;
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in vec4 aVertexTint;
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out vec4 vTexCoord;
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out vec2 vTexMetadata;
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out float vTexPalette;
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out vec4 vChannelMask;
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out vec4 vDepthMask;
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out vec2 vTexSampler;
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@@ -100,7 +101,7 @@ void main()
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{
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gl_Position = vec4((aVertexPosition - Scroll) * p1 + p2, 1);
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vTexCoord = aVertexTexCoord;
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vTexMetadata = aVertexTexMetadata;
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vTexPalette = aVertexTexMetadata.s / PaletteRows;
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vec4 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
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vChannelMask = SelectChannelMask(attrib.s);
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