Use explicit shader attributes.
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@@ -2,23 +2,23 @@ uniform sampler2D DiffuseTexture, Palette;
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uniform bool EnableDepthPreview;
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varying vec4 TexCoord;
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varying vec4 ChannelMask;
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varying vec4 DepthMask;
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varying vec4 vTexCoord;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, TexCoord.st);
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vec2 p = vec2(dot(x, ChannelMask), TexCoord.p);
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexCoord.p);
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vec4 c = texture2D(Palette, p);
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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discard;
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if (EnableDepthPreview && length(DepthMask) > 0.0)
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if (EnableDepthPreview && length(vDepthMask) > 0.0)
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{
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float depth = dot(x, DepthMask);
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float depth = dot(x, vDepthMask);
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gl_FragColor = vec4(depth, depth, depth, 1);
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}
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else
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