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Make shader names consistent, step 3
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@ -1,6 +1,6 @@
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#include "shaders_common.h"
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static const char *stock_vertex_xmb_simple_legacy = GLSL(
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static const char *stock_vertex_xmb_ribbon_simple_legacy = GLSL(
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attribute vec3 VertexCoord;
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uniform float time;
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float iqhash( float n )
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@ -938,7 +938,7 @@ static void *gl_glsl_init(void *data, const char *path)
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#ifdef HAVE_SHADERPIPELINE
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#if defined(HAVE_OPENGLES)
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shader_prog_info.vertex = stock_vertex_xmb_simple_legacy;
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shader_prog_info.vertex = stock_vertex_xmb_ribbon_simple_legacy;
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shader_prog_info.fragment = stock_fragment_xmb_simple;
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#else
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shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_ribbon_modern : stock_vertex_xmb_ribbon_legacy;
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@ -954,7 +954,7 @@ static void *gl_glsl_init(void *data, const char *path)
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gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU].id,
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&glsl->uniforms[VIDEO_SHADER_MENU]);
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shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_simple_modern : stock_vertex_xmb_simple_legacy;
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shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_simple_modern : stock_vertex_xmb_ribbon_simple_legacy;
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shader_prog_info.fragment = stock_fragment_xmb_simple;
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gl_glsl_compile_program(
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