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Updated some comments in the GLSL shaders.
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@ -105,7 +105,7 @@ void main()
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float sampleWeights4 = 0.024067905;
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float sampleWeights4 = 0.024067905;
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float sampleWeights5 = 0.0021112196;
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float sampleWeights5 = 0.0021112196;
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// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
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// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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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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color = vec4(color.rgb, 1.0) * sampleWeights1;
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@ -134,6 +134,5 @@ void main()
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#endif
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#endif
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FragColor = vec4(color);
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FragColor = vec4(color);
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// FragColor = vec4(0.4, 0.0, 0.2, 0.2);
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}
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}
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#endif
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#endif
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@ -106,7 +106,7 @@ void main()
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float sampleWeights4 = 0.024067905;
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float sampleWeights4 = 0.024067905;
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float sampleWeights5 = 0.0021112196;
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float sampleWeights5 = 0.0021112196;
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// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
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// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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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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color = vec4(color.rgb, 1.0) * sampleWeights1;
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@ -29,7 +29,7 @@ void main()
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{
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{
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vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
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vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
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vec4 color = texture2D(myTexture, vTexCoord);
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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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// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
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color = vec4(color.rgb, 1.0) * dimColor;
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color = vec4(color.rgb, 1.0) * dimColor;
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gl_FragColor = color;
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gl_FragColor = color;
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