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wrap lottes clamp fix in ifdef to keep code identical to GLSL version
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@ -347,12 +347,12 @@ void main()
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if (params.shadowMask > 0.0)
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if (params.shadowMask > 0.0)
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outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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/* TODO/FIXME - hacky clamp fix */
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#ifdef GL_ES /* TODO/FIXME - hacky clamp fix */
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vec2 bordertest = (pos);
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vec2 bordertest = (pos);
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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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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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outColor.rgb = outColor.rgb;
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else
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else
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outColor.rgb = vec3(0.0);
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outColor.rgb = vec3(0.0);
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#endif
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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}
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}
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