Using even stricter GLSL typing to please even more compilers...
This was SVN commit r12557.
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@ -3,9 +3,7 @@
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/los_interp">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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<pass shader="glsl/los_interp"/>
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</technique>
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</effect>
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@ -7,5 +7,5 @@ attribute vec2 a_uv0;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
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v_tex = gl_MultiTexCoord0;
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v_tex = gl_MultiTexCoord0.xy;
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}
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