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Correct calc_lod shader program.
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@ -83,7 +83,7 @@ static const char* fragment_shader_header_common_functions =
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" \n"
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"float snoise(vec2 v); \n"
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"float calc_light(in int nLights, in vec3 input_color, out vec3 output_color);\n"
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"float calc_lod(in float uPrimLod, in vec2 texCoord); \n"
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"float calc_lod(in float primLod, in vec2 texCoord); \n"
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"bool depth_compare(); \n"
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"bool alpha_test(in float alphaValue); \n"
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#ifdef USE_TOONIFY
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@ -121,9 +121,9 @@ static const char* fragment_shader_calc_lod =
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"uniform int uMaxTile; \n"
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"uniform int uTextureDetail; \n"
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" \n"
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"float calc_lod(in float uPrimLod, in vec2 texCoord) { \n"
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"float calc_lod(in float primLod, in vec2 texCoord) { \n"
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" if (uEnableLod == 0) \n"
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" return uPrimLod; \n"
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" return primLod; \n"
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" vec2 dx = dFdx(texCoord); \n"
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" dx.x *= uLodXScale; \n"
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" dx.y *= uLodYScale; \n"
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