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shader: correctly apply defaults
This (should) fix shader building on intel gpus with mesa drivers. `foutColor` was optimized out because the initial values appear to be always 0. Thus it was not building, because the uTintColor uniform was not found (and maybe it otherwise would have appeared black)
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@ -23,7 +23,8 @@ uniform vec4 uTintColor;
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void main() {
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applyTexel();
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applyDefaults();
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foutColor *= uTintColor;
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discard_alpha();
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applyTexel();
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}
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@ -23,6 +23,7 @@ uniform vec4 uTintColor;
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#include "minosoft:animation"
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void main() {
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applyDefaults();
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foutColor.rgb *= uTintColor.rgb;
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applyTexel();
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foutColor *= uTintColor;
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}
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@ -24,6 +24,7 @@ uniform vec4 uTintColor;
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#include "minosoft:animation"
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void main() {
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applyTexel();
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applyDefaults();
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foutColor *= uTintColor;
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applyTexel();
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}
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