Removed TT_RECT_TEXTURE and removed unnecessary shaders.
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@@ -31,11 +31,11 @@ out vec4 frag_color;
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect depthMap;
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uniform sampler2D depthMap;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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gl_FragDepth = texture2DRect(depthMap, vary_fragcoord.xy).r;
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gl_FragDepth = texture2D(depthMap, vary_fragcoord.xy).r;
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}
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