@@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
// match the current texture id.
vec4 factors = vec4(0);
for(int i = 0; i < 4; i++)
- if(layerSample[i] == texId)
- factors[i] = 1;
+ factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
// This is a custom bilinear filter.