Managing to get GBM working
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@ -1,13 +1,25 @@
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#version 130
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#version 320 es
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in vec2 TexCoord;
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#ifdef GL_ES
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in mediump vec2 TexCoord;
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uniform mediump sampler2D u_Text;
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out mediump vec4 FragColor;
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void main() {
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mediump vec4 color = texture(u_Text, TexCoord);
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if(color.a == 0.0) discard;
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FragColor = color;
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}
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#else
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#version 330 core
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uniform sampler2D u_Text;
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in vec2 TexCoord;
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uniform sampler2D u_Text;
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out vec4 FragColor;
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out vec4 FragColor;
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void main() {
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vec4 color = texture(u_Text, TexCoord);
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if(color.a == 0) discard;
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FragColor = color;
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}
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void main() {
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vec4 color = texture(u_Text, TexCoord);
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if(color.a == 0.0) discard;
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FragColor = color;
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}
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#endif
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@ -1,6 +1,9 @@
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#version 130
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_explicit_attrib_location : enable
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#version 320 es
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#ifdef GL_ES
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#else
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#extension GL_ARB_separate_shader_objects : enable
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#endif
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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