texture on HUD is now drawn correctly
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a1389ba524
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@ -6,6 +6,6 @@ varying vec2 texcoord;
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void main()
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{
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vec4 map = texture2D(tex[0], texcoord);
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vec4 hud = texture2D(tex[1], texcoord);
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vec4 hud = texture2D(tex[1], vec2(texcoord.x,-texcoord.y));
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gl_FragColor = vec4(mix(map.rgb,hud.rgb,hud.a),1.0);
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}
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