Switch to TG hair sprites.
This removes the need for a separate shader because they're multiply-based instead of additive like /vg/ or Bay.
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@@ -1,8 +0,0 @@
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// Additively blends the hair color onto the hair sprite.
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uniform vec4 hairColor;
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void fragment() {
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COLOR = texture(TEXTURE, UV);
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COLOR.rgb += hairColor.rgb;
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}
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