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Fixed an issue where the GLSL shader alpha values would be handled differently depending on the graphics driver.
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@ -105,7 +105,9 @@ void main()
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float sampleWeights4 = 0.024067905;
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float sampleWeights5 = 0.0021112196;
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vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights1;
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// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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color = vec4(color.rgb, 1.0) * sampleWeights1;
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// unroll the loop
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
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@ -106,7 +106,9 @@ void main()
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float sampleWeights4 = 0.024067905;
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float sampleWeights5 = 0.0021112196;
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vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights1;
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// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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color = vec4(color.rgb, 1.0) * sampleWeights1;
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// unroll the loop
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets2* VW * PIXEL_SIZE.y)) * sampleWeights2;
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@ -28,7 +28,9 @@ varying vec2 vTexCoord;
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void main()
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{
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vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
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vec4 color = texture2D(myTexture, vTexCoord) * dimColor;
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vec4 color = texture2D(myTexture, vTexCoord);
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// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
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color = vec4(color.rgb, 1.0) * dimColor;
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gl_FragColor = color;
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}
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