From Mike Weiblen, "fix for another one of those GLSL syntax errors that slip thru the nvidia compiler.
gl_TexCoord[] is an array of vec4, and must be reduced to a vec2 for use with texture2D()"
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@ -283,7 +283,7 @@ char fragmentShaderSource_withBaseTexture[] =
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0] ); \n"
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" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
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" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
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"}\n";
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