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Fix compilation with USE_TOONIFY enabled.
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@ -494,7 +494,7 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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strFragmentShader.append(fragment_shader_end);
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#ifdef USE_TOONIFY
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strBuffer.append(fragment_shader_toonify);
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strFragmentShader.append(fragment_shader_toonify);
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#endif
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#ifdef GLES2
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@ -116,4 +116,6 @@ void InitShaderCombiner();
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void DestroyShaderCombiner();
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void SetShadowMapCombiner();
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//#define USE_TOONIFY
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#endif //GLSL_COMBINER_H
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@ -201,7 +201,7 @@ static const char* fragment_shader_header_common_functions =
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"bool alpha_test(in float alphaValue); \n"
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#endif
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#ifdef USE_TOONIFY
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"void toonify(in float intensity); \n"
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"void toonify(in mediump float intensity); \n"
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#endif
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;
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@ -316,9 +316,9 @@ static const char* fragment_shader_toonify =
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" if (intensity > 0.5) \n"
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" return; \n"
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" else if (intensity > 0.125) \n"
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" gl_FragColor = vec4(vec3(gl_FragColor)*0.5, gl_FragColor.a);\n"
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" fragColor = vec4(vec3(fragColor)*0.5, fragColor.a);\n"
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" else \n"
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" gl_FragColor = vec4(vec3(gl_FragColor)*0.2, gl_FragColor.a);\n"
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" fragColor = vec4(vec3(fragColor)*0.2, fragColor.a);\n"
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"} \n"
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;
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#endif
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