flip quad uvs
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@@ -87,7 +87,8 @@ float dither(float brightness, vec2 inputUv)
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void main()
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{
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vec3 rawTex = texture2D(s_texColor, v_uv0).xyz;
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vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y);
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vec3 rawTex = texture2D(s_texColor, uv).xyz;
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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gl_FragColor = vec4(rawTex, 1.0);
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}
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