Improve compatibility with GLES back-end
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@@ -18,7 +18,7 @@ void main() {
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float ca = cos(radians(rotation));
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float sa = sin(radians(rotation));
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vec2 ts = textureSize(tex0, 0);
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vec2 ts = vec2(textureSize(tex0, 0));
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mat2 rm = mat2(1.0, 0.0, 0.0, ts.x / ts.y) * mat2(vec2(ca, sa), vec2(-sa, ca)) * mat2(1.0, 0.0, 0.0, ts.y / ts.x);
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vec2 ruv = (uv - blockCenter);
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vec2 luv;
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