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Renaming the data texture to "state" in the rain pass's render program
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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 lastState;
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uniform sampler2D state;
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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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@@ -24,7 +24,7 @@ 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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vGlyph = texture2D(lastState, aPosition * quadSize);
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vGlyph = texture2D(state, aPosition * quadSize);
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// Calculate the world space position
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float quadDepth = 0.0;
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