Make use of (and require) OpenGL 4.x features present in mesa 11.0+
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@@ -1,6 +1,9 @@
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#version 330 core
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#extension GL_ARB_explicit_uniform_location : enable
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#extension GL_ARB_shading_language_420pack : enable
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#ifdef GL_ARB_conservative_depth
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#extension GL_ARB_conservative_depth : enable
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#endif
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layout(location = 2) uniform sampler2D texBase;
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layout(location = 3) uniform sampler2DArray texAnim;
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@@ -11,7 +14,9 @@ in vec2 fragTC;
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flat in uint fragUseAnimTex;
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layout(location = 0) out vec4 color;
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#ifdef GL_ARB_conservative_depth
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layout(depth_unchanged) out float gl_FragDepth;
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#endif
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void main(void) {
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vec4 texel = bool(fragUseAnimTex)?texture(texAnim, vec3(fragTC, animFrame)):texture(texBase, fragTC);
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