Fix
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@@ -1,10 +1,18 @@
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varying vec2 texCoord;
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// Use 'in' instead of 'varying' for inputs from the vertex shader
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in vec2 texCoord;
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// Declare a custom output variable for the fragment color
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out vec4 fragColor;
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// Uniform samplers
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uniform sampler2D m_Texture;
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uniform sampler2D m_NormalsTexture;
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uniform sampler2D m_DepthTexture;
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void main(){
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vec4 color = texture2D(m_Texture, texCoord);
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gl_FragColor=color;
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}
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void main() {
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// Sample the texture at the given texture coordinates
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vec4 color = texture(m_Texture, texCoord);
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// Assign the color to the output variable
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fragColor = color;
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}
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