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	Minor cosmetic GLSL shader code cleanup.
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				|  | @ -149,12 +149,12 @@ void main() | |||
|     // Get closest horizontal neighbour to blend. | ||||
|     vec2 coords01; | ||||
|     if (dx > 0.0) { | ||||
|        coords01 = onex; | ||||
|        dx = 1.0 - dx; | ||||
|         coords01 = onex; | ||||
|         dx = 1.0 - dx; | ||||
|     } | ||||
|     else { | ||||
|        coords01 = -onex; | ||||
|        dx = 1.0 + dx; | ||||
|         coords01 = -onex; | ||||
|         dx = 1.0 + dx; | ||||
|     } | ||||
|     vec4 colorNB = TEX2D(texture_coords + coords01); | ||||
| 
 | ||||
|  | @ -172,12 +172,12 @@ void main() | |||
|     // get closest vertical neighbour to blend | ||||
|     vec2 coords10; | ||||
|     if (dy > 0.0) { | ||||
|        coords10 = oney; | ||||
|        dy = 1.0 - dy; | ||||
|         coords10 = oney; | ||||
|         dy = 1.0 - dy; | ||||
|     } | ||||
|     else { | ||||
|        coords10 = -oney; | ||||
|        dy = 1.0 + dy; | ||||
|         coords10 = -oney; | ||||
|         dy = 1.0 + dy; | ||||
|     } | ||||
|     colorNB = TEX2D(texture_coords + coords10); | ||||
| 
 | ||||
|  | @ -185,10 +185,10 @@ void main() | |||
|     WEIGHT(v_weight_10); | ||||
| 
 | ||||
|     color = color + colorNB * vec4(v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, | ||||
|          v_weight_10 * h_weight_00, v_weight_10 * h_weight_00); | ||||
|             v_weight_10 * h_weight_00, v_weight_10 * h_weight_00); | ||||
|     colorNB = TEX2D(texture_coords + coords01 + coords10); | ||||
|     color = color + colorNB * vec4(v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, | ||||
|          v_weight_10 * h_weight_01, v_weight_10 * h_weight_01); | ||||
|             v_weight_10 * h_weight_01, v_weight_10 * h_weight_01); | ||||
|     color *= vec4(COLOR_BOOST); | ||||
| 
 | ||||
|     FragColor = clamp(GAMMA_OUT(color), 0.0, 1.0); | ||||
|  |  | |||
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	 Leon Styhre
						Leon Styhre