more fixes to textured transparency
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@@ -8,7 +8,10 @@ layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec2 fragTexCoord;
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void main() {
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fragTexCoord = vertTexCoord;
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gl_Position = lightspace * model * vec4(vert, 1.0);
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}
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