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Minor cosmetic GLSL shader code cleanup.
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fddf099a74
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@ -149,12 +149,12 @@ void main()
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// Get closest horizontal neighbour to blend.
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vec2 coords01;
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if (dx > 0.0) {
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coords01 = onex;
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dx = 1.0 - dx;
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coords01 = onex;
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dx = 1.0 - dx;
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}
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else {
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coords01 = -onex;
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dx = 1.0 + dx;
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coords01 = -onex;
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dx = 1.0 + dx;
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}
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vec4 colorNB = TEX2D(texture_coords + coords01);
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@ -172,12 +172,12 @@ void main()
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// get closest vertical neighbour to blend
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vec2 coords10;
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if (dy > 0.0) {
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coords10 = oney;
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dy = 1.0 - dy;
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coords10 = oney;
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dy = 1.0 - dy;
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}
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else {
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coords10 = -oney;
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dy = 1.0 + dy;
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coords10 = -oney;
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dy = 1.0 + dy;
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}
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colorNB = TEX2D(texture_coords + coords10);
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@ -185,10 +185,10 @@ void main()
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WEIGHT(v_weight_10);
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color = color + colorNB * vec4(v_weight_10 * h_weight_00, v_weight_10 * h_weight_00,
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v_weight_10 * h_weight_00, v_weight_10 * h_weight_00);
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v_weight_10 * h_weight_00, v_weight_10 * h_weight_00);
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colorNB = TEX2D(texture_coords + coords01 + coords10);
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color = color + colorNB * vec4(v_weight_10 * h_weight_01, v_weight_10 * h_weight_01,
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v_weight_10 * h_weight_01, v_weight_10 * h_weight_01);
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v_weight_10 * h_weight_01, v_weight_10 * h_weight_01);
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color *= vec4(COLOR_BOOST);
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FragColor = clamp(GAMMA_OUT(color), 0.0, 1.0);
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