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Renaming shine to raindrop, which makes more sense
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@@ -1,7 +1,7 @@
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#define PI 3.14159265359
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precision lowp float;
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attribute vec2 aPosition, aCorner;
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uniform sampler2D shineState, symbolState, effectState;
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uniform sampler2D raindropState, symbolState, effectState;
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uniform float density;
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uniform vec2 quadSize;
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uniform float glyphHeightToWidth, glyphVerticalSpacing;
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@@ -22,7 +22,7 @@ highp float rand( const in vec2 uv ) {
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void main() {
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vUV = (aPosition + aCorner) * quadSize;
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vShine = texture2D(shineState, aPosition * quadSize);
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vShine = texture2D(raindropState, aPosition * quadSize);
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vSymbol = texture2D(symbolState, aPosition * quadSize);
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vEffect = texture2D(effectState, aPosition * quadSize);
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