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remove renderer check from interpolated texture weighting
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-4
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2 files changed

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-4
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src/shaders/displacement_buffer.glsl

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Original file line numberDiff line numberDiff line change
@@ -318,7 +318,6 @@ void fragment() {
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vec2(weights_id_0[3], weights_id_1[3]));
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// interpolated weights
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#if CURRENT_RENDERER == RENDERER_FORWARD_PLUS
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t_weights = {vec2(0), vec2(0), vec2(0), vec2(0)};
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weights_id_0 *= weights;
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weights_id_1 *= weights;
@@ -333,7 +332,6 @@ void fragment() {
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t_weights[3] += fma(w_0, vec2(equal(texture_ids[3], id_0)), w_1 * vec2(equal(texture_ids[3], id_1)));
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}
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#endif
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// Struct to accumulate all texture data.
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material mat = material(0., 0.);

src/shaders/main.glsl

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Original file line numberDiff line numberDiff line change
@@ -528,7 +528,6 @@ void fragment() {
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vec2(weights_id_0[2], weights_id_1[2]),
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vec2(weights_id_0[3], weights_id_1[3]));
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// interpolated weights
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#if CURRENT_RENDERER == RENDERER_FORWARD_PLUS
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if (bilerp) {
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t_weights = {vec2(0), vec2(0), vec2(0), vec2(0)};
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weights_id_0 *= weights;
@@ -544,7 +543,6 @@ void fragment() {
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t_weights[3] += fma(w_0, vec2(equal(texture_ids[3], id_0)), w_1 * vec2(equal(texture_ids[3], id_1)));
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}
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}
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#endif
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// Struct to accumulate all texture data.
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material mat = material(vec4(0.0), vec4(0.0), 0., 0., 0., 0.);

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