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fix spine shaders after merge
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@@ -1,10 +1,8 @@
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#version 120
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uniform sampler2D u_texture;
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varying vec4 v_tint;
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varying vec2 v_st;
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varying vec2 v_st0;
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varying vec4 v_color0;
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void main() {
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gl_FragColor = texture2D(u_texture, v_st) * v_tint;
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gl_FragColor = texture2D(u_texture, v_st0) * v_color0;
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}
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@@ -1,16 +1,18 @@
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#version 120
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uniform mat4 u_matrix_vp;
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attribute vec3 a_vertex;
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attribute vec4 a_tint;
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attribute vec2 a_st;
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attribute vec2 a_st0;
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attribute vec4 a_color0;
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varying vec4 v_tint;
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varying vec2 v_st;
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varying vec2 v_st0;
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varying vec4 v_color0;
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vec4 vertex_to_homo(vec3 pos) {
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return vec4(pos, 1.0) * u_matrix_vp;
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}
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void main() {
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v_st = a_st;
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v_tint = a_tint;
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gl_Position = vec4(a_vertex, 1.0) * u_matrix_vp;
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v_st0 = a_st0;
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v_color0 = a_color0;
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gl_Position = vertex_to_homo(a_vertex);
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}
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@@ -112,8 +112,8 @@ namespace
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.set_animation(0, "animation", true));
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node_iptr coin_n = coin_i->get_component<actor>().get().node();
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coin_n->scale(v3f(0.125f));
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coin_n->translation(v3f{200.0f, 200.0f, 0.0f});
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coin_n->scale(v3f(0.25f));
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coin_n->translation(v3f{200.0f, 180.0f, 0.0f});
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raptor_gobj_ = the<world>().instantiate();
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raptor_gobj_->entity_filler()
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