cleanup
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@@ -5,7 +5,7 @@ in vec4 Color;
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out vec4 FragColor;
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uniform sampler2D uTexture; // Ensure this name matches C# exactly
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uniform sampler2D uTexture;
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void main()
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{
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@@ -7,11 +7,10 @@ layout (location = 2) in vec4 aColor;
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out vec2 TexCoord;
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out vec4 Color;
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uniform mat4 projection; // Ensure this name matches C# exactly
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uniform mat4 projection;
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void main()
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{
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// If you don't multiply by projection, the compiler deletes the uniform
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gl_Position = projection * vec4(aPos, 0.0, 1.0);
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TexCoord = aTexCoord;
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Color = aColor;
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