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Rewrote collision shader to use generated normals with fake lighting instead of generated UV coords
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@@ -1,17 +1,16 @@
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#version 330 core
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// Input
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in vec2 TexCoord;
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in vec4 LightColor;
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// Output
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out vec4 PixelColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec4 TintColor;
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// Main
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void main()
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{
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PixelColor = vec4(texture(Texture, TexCoord).rgb, 0) * TintColor;
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PixelColor = LightColor * TintColor;
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}
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