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fixed gl2 shader
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@ -21,7 +21,7 @@ main(void)
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vec4 envColor = max(pass1, u_colorClamp);
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pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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vec4 pass2 = envColor*shininess*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
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pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
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@ -54,7 +54,7 @@ const char *matfx_env_frag_src =
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" vec4 envColor = max(pass1, u_colorClamp);\n"
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" pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" vec4 pass2 = envColor*shininess*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
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" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
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