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Fix uniform location.
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@ -351,7 +351,7 @@ void R3DFrameBuffers::AllocShaderWipe()
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m_shaderWipe.LoadShaders(vertexShader, fragmentShader);
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m_shaderWipe.uniformLoc[0] = m_shaderTrans.GetUniformLocation("texColor");
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m_shaderWipe.uniformLoc[0] = m_shaderWipe.GetUniformLocation("texColor");
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}
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void R3DFrameBuffers::Draw()
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