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@@ -14,7 +14,7 @@ vec2 GetScreenPosPreDiv(vec4 clipPos)
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clipPos.y / clipPos.w * cGBufferOffsets.w + cGBufferOffsets.y);
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clipPos.y / clipPos.w * cGBufferOffsets.w + cGBufferOffsets.y);
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}
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}
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-vec2 GetQuadTexCoord(float4 clipPos)
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+vec2 GetQuadTexCoord(vec4 clipPos)
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{
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{
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return vec2(
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return vec2(
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clipPos.x / clipPos.w * 0.5 + 0.5,
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clipPos.x / clipPos.w * 0.5 + 0.5,
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