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Update #52 - Fixed various issues with the client
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@ -84,8 +84,6 @@ uniform vec4 u_nearFarPlane4f;
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uniform vec4 u_pixelAlignment4f;
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#EAGLER INCLUDE (4) "eagler:glsl/deferred/lib/branchless_comparison.glsl"
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#define reprojDepthLimit 0.25
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#define GET_LINEAR_DEPTH_FROM_VALUE(depthSample) (u_nearFarPlane4f.z / (u_nearFarPlane4f.y + u_nearFarPlane4f.x + (depthSample * 2.0 - 1.0) * u_nearFarPlane4f.w))
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@ -137,9 +135,9 @@ void main() {
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#ifdef COMPILE_REPROJECT_SSR
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vec4 materials = textureLod(u_gbufferMaterialTexture, v_position2f2, 0.0);
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float f = COMPARE_LT_0_ANY(materials.g, 0.06);
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f += COMPARE_LT_0_ANY(materials.r, 0.5);
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f += COMPARE_GT_0_ANY(materials.a, 0.5);
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float f = materials.g < 0.06 ? 1.0 : 0.0;
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f += materials.r < 0.5 ? 1.0 : 0.0;
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f += materials.a > 0.5 ? 1.0 : 0.0;
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if(f > 0.0) {
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return;
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}
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