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Technically matrix casts are only allowed in glsl 1.2 and later
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@ -5,6 +5,8 @@ namespace New3D {
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static const char *vertexShaderR3D = R"glsl(
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#version 120
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// uniforms
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uniform float fogIntensity;
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uniform float fogDensity;
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@ -32,6 +34,8 @@ void main(void)
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static const char *fragmentShaderR3D = R"glsl(
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#version 120
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uniform sampler2D tex1; // base tex
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uniform sampler2D tex2; // micro tex (optional)
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