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Fix implicit operand because GLSL is a goof or such
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@ -666,7 +666,7 @@ static INT32 shader_leveltime = 0;
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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"float z = (gl_FragCoord.z / gl_FragCoord.w) / 2;\n" \
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"float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \
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"float a = -pi * (z * freq) + (leveltime * speed);\n" \
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"float sdistort = sin(a) * amp;\n" \
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"float cdistort = cos(a) * amp;\n" \
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