Use explicit shader attributes.
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@@ -1,5 +1,7 @@
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uniform sampler2D DiffuseTexture;
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varying vec4 vTexCoord;
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void main()
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{
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gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
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gl_FragColor = texture2D(DiffuseTexture, vTexCoord.st);
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}
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