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@@ -30,28 +30,28 @@ void PS()
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#ifdef SIGNED_DISTANCE_FIELD
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#ifdef SIGNED_DISTANCE_FIELD
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float distance = texture2D(sDiffMap, vTexCoord).a;
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float distance = texture2D(sDiffMap, vTexCoord).a;
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- if (distance < 0.5f)
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+ if (distance < 0.5)
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{
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{
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#ifdef TEXT_EFFECT_SHADOW
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#ifdef TEXT_EFFECT_SHADOW
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- if (texture2D(sDiffMap, vTexCoord - cShadowOffset).a > 0.5f)
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+ if (texture2D(sDiffMap, vTexCoord - cShadowOffset).a > 0.5)
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gl_FragColor = cShadowColor;
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gl_FragColor = cShadowColor;
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else
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else
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#endif
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#endif
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- gl_FragColor.a = 0.0f;
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+ gl_FragColor.a = 0.0;
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}
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}
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else
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else
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{
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{
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#ifdef TEXT_EFFECT_STROKE
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#ifdef TEXT_EFFECT_STROKE
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- if (distance < 0.525f)
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+ if (distance < 0.525)
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gl_FragColor.rgb = cStrokeColor.rgb;
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gl_FragColor.rgb = cStrokeColor.rgb;
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#endif
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#endif
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#ifdef TEXT_EFFECT_SHADOW
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#ifdef TEXT_EFFECT_SHADOW
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- if (texture2D(sDiffMap, vTexCoord + cShadowOffset).a < 0.5f)
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+ if (texture2D(sDiffMap, vTexCoord + cShadowOffset).a < 0.5)
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gl_FragColor.a = vColor.a;
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gl_FragColor.a = vColor.a;
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else
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else
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#endif
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#endif
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- gl_FragColor.a = vColor.a * smoothstep(0.5f, 0.505f, distance);
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+ gl_FragColor.a = vColor.a * smoothstep(0.5, 0.505, distance);
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}
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}
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#else
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#else
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gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).a;
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gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).a;
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