fixed config load order, cleaning up shaders
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@@ -8,7 +8,7 @@ uniform ivec2 screen; /* screen dimensions */
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out vec4 fragment; /* output */
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#define OUTLINE vec4(0.15, 0.15, 0.15, 1)
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#include "../graph.glsl"
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void main() {
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fragment = texture(tex, vec2(gl_FragCoord.x / screen.x, gl_FragCoord.y / screen.y));
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