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Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer
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@ -127,6 +127,8 @@ void main() {
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}
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#endif
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vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
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#ifdef USE_POINT_SIZE
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float point_size = 1.0;
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#endif
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@ -393,6 +395,8 @@ void main() {
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vec2 screen_uv = vec2(0.0);
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#endif
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vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
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vec3 light_vertex = vec3(vertex, 0.0);
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vec2 shadow_vertex = vertex;
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@ -1393,7 +1393,7 @@ MaterialStorage::MaterialStorage() {
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actions.renames["NORMAL_MAP"] = "normal_map";
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["TEXTURE"] = "color_texture";
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actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
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actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size";
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actions.renames["NORMAL_TEXTURE"] = "normal_texture";
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actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
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actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
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