Fix shader compilation.
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		@@ -111,7 +111,6 @@ data_to_c_simple(modes/shaders/edit_overlay_loosevert_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_facedot_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_facedot_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_mix_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_mix_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_facefill_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_facefill_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_normals_vert.glsl SRC)
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@@ -1,6 +1,4 @@
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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uniform sampler2D wireColor;
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@@ -10,9 +8,10 @@ uniform float alpha;
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void main()
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{
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	float wire_depth = texelFetch(wireDepth, uvcoordsvar, 0).r;
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	float scene_depth = texelFetch(sceneDepth, uvcoordsvar, 0).r;
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	vec4 wire_color = texelFetch(wireColor, uvcoordsvar, 0).rgba;
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	ivec2 uv = ivec2(gl_FragCoord.xy);
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	float wire_depth = texelFetch(wireDepth, uv, 0).r;
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	float scene_depth = texelFetch(sceneDepth, uv, 0).r;
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	vec4 wire_color = texelFetch(wireColor, uv, 0).rgba;
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	FragColor = wire_color;
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