Fix shader type conversion.
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@@ -27,6 +27,6 @@ vec4 ColorForEffect(float effect, vec4 c)
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void main()
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{
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / vec2(textureSize(WorldTexture, 0)));
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fragColor = ColorForEffect(From, c) * Blend + ColorForEffect(To, c) * (1.0 - Blend);
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}
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