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possible mac fix?
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@ -2,7 +2,6 @@
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varying vec2 texcoord;
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flat varying vec3 zMults;
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flat varying vec3 zMults_DH;
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flat varying vec3 WsunVec;
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uniform float far;
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@ -52,7 +51,6 @@ void main() {
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WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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zMults = vec3(1.0/(far * near),far+near,far-near);
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zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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