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- some shader fixes.
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1 changed files with 0 additions and 6 deletions
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@ -2,12 +2,6 @@ in vec4 pixelpos;
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void main()
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{
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#ifndef NO_DISCARD
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// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
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if (pixelpos.y > uClipHeight + 65536.0) discard;
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if (pixelpos.y < uClipHeight - 65536.0) discard;
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#endif
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gl_FragColor = vec4(1.0);
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}
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