forked from 0ad/0ad
Using stricter GLSL typing to please some compilers
This was SVN commit r12552.
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@ -19,7 +19,8 @@ void main()
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{
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#if MINIMAP_BASE || MINIMAP_LOS
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gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
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v_tex = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec4 temp = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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v_tex = temp.xy;
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#endif
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#if MINIMAP_POINT
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