Fix shader type conversion.
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@@ -58,7 +58,7 @@ void main()
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vDepthMask = SelectChannelMask((aVertexAttributes >> 3) & 0x07u);
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vChannelSampler = (aVertexAttributes >> 6) & 0x07u;
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vDepthSampler = (aVertexAttributes >> 9) & 0x07u;
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vTexPalette = (aVertexAttributes >> 16) / PaletteRows;
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vTexPalette = float(aVertexAttributes >> 16) / PaletteRows;
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vTint = aVertexTint;
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}
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