Added korean location
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@@ -243,7 +243,15 @@ namespace FRG
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning_web.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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// Instancing variants of the static-object shaders (same sources + INSTANCED define)
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renderer.shaderManager.AddShaderFromFiles("fog_inst", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_inst", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_inst", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("fog_shadow_inst", "resources/shaders/fog_shadow_web.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("night_fog_inst", "resources/shaders/night_fog_web.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow_inst", "resources/shaders/night_fog_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("text2d",
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"resources/shaders/text2d.vertex",
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"resources/shaders/text2d_web.fragment",
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@@ -303,6 +311,14 @@ namespace FRG
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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// Instancing variants of the static-object shaders (same sources + INSTANCED define)
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renderer.shaderManager.AddShaderFromFiles("fog_inst", "resources/shaders/fog.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_inst", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_inst", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("fog_shadow_inst", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("night_fog_inst", "resources/shaders/night_fog.vertex", "resources/shaders/night_fog_desktop.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow_inst", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE, "#define INSTANCED\n");
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renderer.shaderManager.AddShaderFromFiles("text2d",
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"resources/shaders/text2d.vertex",
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"resources/shaders/text2d_desktop.fragment",
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