One more fix for GLES legacy pipeline
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@ -8,8 +8,6 @@ attribute vec2 inTexCoord0;
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/* Uniforms */
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uniform int uMaterialType;
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uniform mat4 uMvpMatrix;
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uniform mat4 uTextureMatrix0;
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@ -25,12 +23,12 @@ varying float varEyeDist;
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void main(void)
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{
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gl_Position = uMvpMatrix * vec4(inVertexPosition,1.0);
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vec4 TexCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 0.0, 0.0);
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varTexCoord0 = vec4(uTextureMatrix0 * TexCoord0).xy;
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//vec4 TexCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 0.0, 0.0);
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//varTexCoord1 = vec4(uTextureMatrix1 * TexCoord1).xy;
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varVertexColor = inVertexColor.zyxw;
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}
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