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add manual clamping to box shaders
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25b5220847
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3 files changed
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@@ -93,6 +93,13 @@ COMPAT_VARYING vec4 TEX0;
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void main()
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{
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FragColor = COMPAT_TEXTURE(Source, vTexCoord);
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vec3 outColor = COMPAT_TEXTURE(Source, vTexCoord);
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/* TODO/FIXME - hacky clamp fix */
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vec2 bordertest = gl_FragCoord.xy;
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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FragColor = vec4(outColor, 1.0);
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}
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#endif
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@@ -102,6 +102,13 @@ COMPAT_VARYING vec4 TEX0;
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void main()
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{
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FragColor = COMPAT_TEXTURE(Source, vTexCoord);
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vec3 outColor = COMPAT_TEXTURE(Source, vTexCoord);
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/* TODO/FIXME - hacky clamp fix */
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vec2 bordertest = gl_FragCoord.xy;
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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FragColor = vec4(outColor, 1.0);
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}
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#endif
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+8
-1
@@ -104,6 +104,13 @@ COMPAT_VARYING vec4 TEX0;
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void main()
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{
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FragColor = COMPAT_TEXTURE(Source, vTexCoord);
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vec3 outColor = COMPAT_TEXTURE(Source, vTexCoord);
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/* TODO/FIXME - hacky clamp fix */
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vec2 bordertest = gl_FragCoord.xy;
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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FragColor = vec4(outColor, 1.0);
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}
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#endif
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