Don't use out variable in vertex shader
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9737c2f950
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@ -36,8 +36,8 @@ out vec3 normal;
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out vec2 uv;
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out vec2 uv_two;
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out vec4 color;
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out float camdist;
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out vec4 world_position;
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out float camdist;
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flat out float hue_change;
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void main()
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@ -50,7 +50,7 @@ void main()
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#endif
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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vec4 v_world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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i_position);
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vec3 world_normal = rotateVector(quaternion, i_normal.xyz);
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vec3 world_tangent = rotateVector(quaternion, i_tangent.xyz);
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@ -67,7 +67,8 @@ void main()
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uv_two = i_uv_two;
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color = i_color.zyxw;
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camdist = length(u_view_matrix * world_position);
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camdist = length(u_view_matrix * v_world_position);
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hue_change = float(i_misc_data.y) * 0.01;
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gl_Position = u_projection_view_matrix * world_position;
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gl_Position = u_projection_view_matrix * v_world_position;
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world_position = v_world_position;
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}
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