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@@ -1,14 +1,13 @@
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+#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/MultiSample.glsllib"
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#import "Common/ShaderLib/Shadows.glsllib"
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-
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uniform COLORTEXTURE m_Texture;
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uniform DEPTHTEXTURE m_DepthTexture;
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uniform mat4 m_ViewProjectionMatrixInverse;
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uniform vec4 m_ViewProjectionMatrixRow2;
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-in vec2 texCoord;
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-out vec4 outFragColor;
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+varying vec2 texCoord;
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const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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@@ -134,18 +133,17 @@ vec4 main_multiSample(in int numSample){
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return color * vec4(shadow, shadow, shadow, 1.0);
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}
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-void main(){
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+void main() {
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#ifdef RESOLVE_MS
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vec4 color = vec4(0.0);
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for (int i = 0; i < m_NumSamples; i++){
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color += main_multiSample(i);
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}
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- outFragColor = color / m_NumSamples;
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+ gl_FragColor = color / m_NumSamples;
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#else
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- outFragColor = main_multiSample(0);
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- #endif
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-
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+ gl_FragColor = main_multiSample(0);
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+ #endif
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}
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