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+ | Fixing texture limit on old gpu
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@ -93,8 +93,13 @@ vec2 getSphereUV(vec3 surfacePoint)
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return vec2(u, v);
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}
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uniform sampler2D textures[64];
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uniform sampler2D emissive_textures[64];
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#if SHADER_TEXTURE_MAX
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uniform sampler2D textures[SHADER_TEXTURE_MAX];
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uniform sampler2D emissive_textures[SHADER_TEXTURE_MAX];
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#else
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uniform sampler2D textures[64];
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uniform sampler2D emissive_textures[64];
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#endif
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vec2 getTextureColor(hitInfo hit)
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{
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