Make use of (and require) OpenGL 4.x features present in mesa 11.0+
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13
shaders/overlay.frag
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13
shaders/overlay.frag
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#version 330 core
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#extension GL_ARB_explicit_uniform_location : enable
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layout(location = 1) uniform sampler2D texBase;
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in vec2 fragTC;
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layout(location = 0) out vec4 color;
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void main(void) {
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vec4 texCol = texture(texBase, fragTC);
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color = texCol*texCol.w;
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}
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