avoid implicit conversion from vec4 to varying vec3
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@@ -12,5 +12,5 @@ void main(void)
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{
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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normal_i = modelview * vec4(normal, 0);
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normal_i = (modelview * vec4(normal, 0)).xyz;
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}
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@@ -15,5 +15,5 @@ void main(void)
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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tex_coord_i = tex_coord;
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normal_i = modelview * vec4(normal, 0);
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normal_i = (modelview * vec4(normal, 0)).xyz;
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}
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