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Changed some comments in the GLSL core shader file.
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@ -74,8 +74,8 @@ void main()
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if (0x0u != (shaderFlags & 0x2u))
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sampledColor = vec4(1.0, 1.0, 1.0, sampledColor.r);
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// Different color calculations depending on whether the texture contains premultiplied
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// alpha or straight alpha values.
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// We need different color calculations depending on whether the texture contains
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// premultiplied alpha or straight alpha values.
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if (0x0u != (shaderFlags & 0x01u)) {
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sampledColor.rgb *= color.rgb;
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sampledColor *= color.a;
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@ -104,7 +104,7 @@ void main()
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sampledColor = vec4(blendedColor, sampledColor.a);
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}
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// Dimming
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// Dimming.
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if (dimming != 1.0) {
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vec4 dimColor = vec4(dimming, dimming, dimming, 1.0);
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sampledColor *= dimColor;
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