Cleanup: glsl indentation
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@@ -13,6 +13,6 @@ uniform mat4 ModelViewProjectionMatrix;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
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texCoord_interp = texCoord;
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
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texCoord_interp = texCoord;
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}
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