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'fixed' glGetAttribLocation crashes (shader compiler likes to agressively optimize)
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@@ -5,6 +5,11 @@ in vec4 outNormal;
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in vec3 outUV;
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in float outTextureID;
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// optimizing compilers are annoying at this stage of my understanding of GLSL
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vec4 lokiVar;
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void main() {
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gl_FragColor = vec4(outColor, 1.0);
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lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
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lokiVar = normalize(lokiVar);
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gl_FragColor = vec4(lokiVar);
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}
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