Fix rendering material when UV2 is compressed
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@@ -713,7 +713,14 @@ void main() {
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#endif
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#ifdef RENDER_MATERIAL
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gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
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vec2 uv_dest_attrib;
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if (uv_scale != vec4(0.0)) {
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uv_dest_attrib = (uv2_attrib.xy - 0.5) * uv_scale.zw;
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} else {
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uv_dest_attrib = uv2_attrib.xy;
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}
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gl_Position.xy = (uv_dest_attrib + uv_offset) * 2.0 - 1.0;
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gl_Position.z = 0.00001;
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gl_Position.w = 1.0;
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#endif
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