Fix resolve pass
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d4680b5e1a
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@ -395,4 +395,6 @@ void main() {
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);
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}
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#endif // _Clusters
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fragColor.a = 1.0; // Mark as opaque
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}
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@ -46,15 +46,15 @@ vec3 textureBicubic(sampler2D tex, vec2 tc, vec2 texStep) {
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return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
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}
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vec3 textureSS(sampler2D tex, vec2 tc, vec2 texStep) {
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vec3 col = texture(tex, tc).rgb;
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col += texture(tex, tc + vec2(1.5, 0.0) * texStep).rgb;
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col += texture(tex, tc + vec2(-1.5, 0.0) * texStep).rgb;
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col += texture(tex, tc + vec2(0.0, 1.5) * texStep).rgb;
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col += texture(tex, tc + vec2(0.0, -1.5) * texStep).rgb;
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col += texture(tex, tc + vec2(1.5, 1.5) * texStep).rgb;
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col += texture(tex, tc + vec2(-1.5, -1.5) * texStep).rgb;
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col += texture(tex, tc + vec2(1.5, -1.5) * texStep).rgb;
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col += texture(tex, tc + vec2(-1.5, 1.5) * texStep).rgb;
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vec4 textureSS(sampler2D tex, vec2 tc, vec2 texStep) {
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vec4 col = texture(tex, tc);
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col += texture(tex, tc + vec2(1.5, 0.0) * texStep);
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col += texture(tex, tc + vec2(-1.5, 0.0) * texStep);
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col += texture(tex, tc + vec2(0.0, 1.5) * texStep);
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col += texture(tex, tc + vec2(0.0, -1.5) * texStep);
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col += texture(tex, tc + vec2(1.5, 1.5) * texStep);
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col += texture(tex, tc + vec2(-1.5, -1.5) * texStep);
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col += texture(tex, tc + vec2(1.5, -1.5) * texStep);
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col += texture(tex, tc + vec2(-1.5, 1.5) * texStep);
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return col / 9.0;
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}
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@ -10,5 +10,5 @@ out vec4 fragColor;
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void main() {
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// 4X resolve
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fragColor.rgb = textureSS(tex, texCoord, screenSizeInv / 4.0);
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fragColor = textureSS(tex, texCoord, screenSizeInv / 4.0);
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}
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@ -166,4 +166,6 @@ void main() {
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#ifdef _LDR
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));
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#endif
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fragColor.a = 0.0; // Mark as non-opaque
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}
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