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Update #52 - Fixed various issues with the client
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@ -0,0 +1,43 @@
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#line 2
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/*
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* Copyright (c) 2025 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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// Tests for a D3D bug in ANGLE, this only became an issue recently...
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precision highp float;
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precision highp sampler2DShadow;
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uniform sampler2DShadow u_testSampler;
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out vec4 fragOut4f;
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void main() {
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float stupid = texture(u_testSampler, vec3(69.0, 69.0, 0.5));
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for(;;) {
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if (stupid != 69.0) {
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stupid = textureLod(u_testSampler, vec3(420.0, 420.0, 0.69), 0.0);
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break;
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}
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if (stupid != 420.0) {
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stupid = textureLod(u_testSampler, vec3(69.0, 69.0, 0.420), 0.0);
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break;
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}
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fragOut4f = vec4(0.0);
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return;
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}
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fragOut4f = vec4(stupid);
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}
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